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General Category => Off the Record => Gaming HQ => Topic started by: Razgovory on March 07, 2014, 08:32:32 PM

Title: Ultimate General: Gettysburg
Post by: Razgovory on March 07, 2014, 08:32:32 PM
This game may be released soon, (it got a Steam Greenlight), and is something I've been keeping an eye on.

http://www.ultimategeneral.com/

What do you guys think?  Looks like a good "beer&pretzels" game in the same vein as Sid Meier's Gettysburg!
Title: Re: Ultimate General: Gettysburg
Post by: CountDeMoney on March 07, 2014, 08:40:52 PM
Quote from: Razgovory on March 07, 2014, 08:32:32 PM
What do you guys think? 

I think the Union will win.
Title: Re: Ultimate General: Gettysburg
Post by: 11B4V on March 07, 2014, 09:13:30 PM
Graphics look like shit.
Title: Re: Ultimate General: Gettysburg
Post by: Ed Anger on March 07, 2014, 09:17:05 PM
Quote from: 11B4V on March 07, 2014, 09:13:30 PM
Graphics look like shit.

U mad it doesn't involve sweaty commissars
Title: Re: Ultimate General: Gettysburg
Post by: CountDeMoney on March 07, 2014, 11:06:52 PM
Quote from: Ed Anger on March 07, 2014, 09:17:05 PM
U mad it doesn't involve sweaty commissars

Hawt.
Title: Re: Ultimate General: Gettysburg
Post by: Razgovory on March 07, 2014, 11:15:19 PM
Quote from: 11B4V on March 07, 2014, 09:13:30 PM
Graphics look like shit.

Graphics look fine.
Title: Re: Ultimate General: Gettysburg
Post by: Berkut on March 08, 2014, 01:55:10 AM
Looks promising.
Title: Re: Ultimate General: Gettysburg
Post by: jimmy olsen on March 09, 2014, 06:45:54 AM
If the reviews are good, I'll try it.
Title: Re: Ultimate General: Gettysburg
Post by: Syt on June 20, 2014, 03:17:57 PM
Apparently this is on Steam, V0.8, Early Access. For 7.49.  :hmm:



Here's what Tim Stone over at RPS says:

http://www.rockpapershotgun.com/2014/06/20/the-flare-path-on-spanglers-knob/

QuoteGame Lab's blue and gray debut has been available in early access form for a couple of weeks now – time enough for early adopters like myself to realise that, yes, the marvellous Sid Meier's Gettysburg! has finally got the spiritual sequel it deserves. Though there's still much work to be done the £6 UGG is already bally playable and utterly mesmerising.

Predictably, considering Nick 'DarthMod' Thomadis' apprentice pieces, strong, interesting AI is a big part of the magnetism. Where other wargames tend to come with a single silicon CO, UGG comes with 9. There's the slow yet sly swine that likes to camp on hills, and use ridges and woods to mask his manoeuvres. There's the probey pragmatist who's always looking to turn frontline loopholes into gaping rents. There's the irascible iceheart who doesn't mind how many of his men end up pushing up Pennsylvanian daisies as long as the objective is taken. There's the clayfooted time-bider who'll probably wait for reinforcements to arrive before slipping on his frockcoat and flinging his coffee dregs at the campfire.

Even if you've manually selected your opposite number's psyche, carving out victories can be hard work. Most opponents are adept at flanking, utilizing terrain, and responding to unexpected threats. Most are devilishly good – possibly too good – at harassing enemy batteries with roving bands of cavalry and skirmishers. Ignore occasionally wonky commander positioning, the current lack of surrendering, and the odd moment where TacAI routines persuade a partially flanked unit to recklessly rotate rather than maintain its current facing, and battlefield behaviours are hard to fault.

Where there is room for substantial improvement is in pace control, hill depiction, and campaign balance. Right now losing as Lee isn't easy. It's difficult to see where high ground begins and ends (therefore hard to position cannon batteries to best effect). And, in the midst of large late-Battle engagements, the default game speed means your mouse is usually darting about like a wood ant in a forest fire. Happily, Nick and co. are working on solutions to these issues.

In a genre where moving and monitoring units is seldom as easy as it should be, UGG's intuitive waypoint-less movement system and restrained-yet-informative GUI feel masterly. The manoeuvre arrows in the accompanying images? Painted directly onto the terrain with sinuous mouse flourishes. If, come Christmas, UGG isn't being talked about as one of 2014′s finest and most forward-looking wargames, then I'll shave off my James Longstreet-style chin thicket.
Title: Re: Ultimate General: Gettysburg
Post by: Razgovory on June 20, 2014, 04:14:31 PM
Yeah, I saw that.  I'm not in the habit of buying early access.  I may make an exception.
Title: Re: Ultimate General: Gettysburg
Post by: FunkMonk on June 20, 2014, 10:14:57 PM
YouTube videos of the gameplay in the early access version look really, really promising. They just need to spruce up and improve the user interface and the game looks like a winner.
Title: Re: Ultimate General: Gettysburg
Post by: Razgovory on June 20, 2014, 10:42:17 PM
Yeah, I saw some of those.  Didn't looks battalions fight as one unit rather then as regiments.
Title: Re: Ultimate General: Gettysburg
Post by: Razgovory on July 04, 2014, 04:23:25 PM
I bought on early access.  The game is remarkably polished.  I would have preferred that you maneuver regiments rather then whole brigades, but it's still good.  Controls are simple, which I like.  I have a feeling they were designed with tablets in mind.
Title: Re: Ultimate General: Gettysburg
Post by: FunkMonk on July 04, 2014, 09:15:48 PM
I really like how the scenarios are determined by the results in your game and your losses carry over. It means each run of the game is different than the next.

The AI settings are neat too, though I just set it to random so I don't know what to expect. It contributes to the dynamic feeling of the campaign too.
Title: Re: Ultimate General: Gettysburg
Post by: Razgovory on July 05, 2014, 02:04:45 AM
On the first scenario I drove the Confederates all the way back to edge of map on Herr Ridge.  Next scenario the Confederates send in 19,000 soldiers coming at me three ways.  End of the first day my army is back at Cemetery ridge.
Title: Re: Ultimate General: Gettysburg
Post by: FunkMonk on July 05, 2014, 08:24:06 AM
Quote from: Razgovory on July 05, 2014, 02:04:45 AM
On the first scenario I drove the Confederates all the way back to edge of map on Herr Ridge.  Next scenario the Confederates send in 19,000 soldiers coming at me three ways.  End of the first day my army is back at Cemetery ridge.

I did the same in one of my plays. I think they Confed AI chose a different scenario in the next mission because I was able to fight them off and stay on Seminary Ridge for one more mission before they threw everything at me in the third mission and I had to retreat all the way back to Cemetery.

Later I had the option to capture Benner's Hill  to the east and took it. The very next scenario the rebels threw everything at me along my entire front, from Cemetery Ridge northeast to Benner's Hill. JEB Stuart's cavalary showed up on my far right and there was a massive cavalry battle on my right while the confeds sent every man they had into a frontal assault all along the entire battle line and I barely held onto Cemetery Hill, the main VP. It was awesome.  :cool:
Title: Re: Ultimate General: Gettysburg
Post by: CountDeMoney on July 05, 2014, 05:17:28 PM
Lee should've been hanged at Appomattox.
Title: Re: Ultimate General: Gettysburg
Post by: FunkMonk on July 05, 2014, 07:57:42 PM
But I just ran the Yankees off Round Top and Little Round Top on the second day and crushed the Army of the Potomac.
Title: Re: Ultimate General: Gettysburg
Post by: CountDeMoney on July 05, 2014, 08:27:28 PM
Stop fucking with the code.  MAH HAKS
Title: Re: Ultimate General: Gettysburg
Post by: FunkMonk on July 05, 2014, 09:10:34 PM
StonewallJ1863 got TKed
Title: Re: Ultimate General: Gettysburg
Post by: PRC on July 05, 2014, 11:50:26 PM
Quote from: 11B4V on March 07, 2014, 09:13:30 PM
Graphics look like shit.

Simple, stylish, apparently descriptive... the graphics look great.
Title: Re: Ultimate General: Gettysburg
Post by: 11B4V on July 06, 2014, 03:06:26 AM
Quote from: PRC on July 05, 2014, 11:50:26 PM
Quote from: 11B4V on March 07, 2014, 09:13:30 PM
Graphics look like shit.

Simple, stylish, apparently descriptive... the graphics look great.

If you say so.
Title: Re: Ultimate General: Gettysburg
Post by: CountDeMoney on July 06, 2014, 07:50:13 AM
Quote from: PRC on July 05, 2014, 11:50:26 PM
the graphics look great.

Maybe from across the street.
Title: Re: Ultimate General: Gettysburg
Post by: Berkut on July 06, 2014, 01:55:25 PM
So there is a review on the comments section that made me stop from pulling the trigger. The basic point being that the game is a pretty awesome game, but the tactics/strategy decisions it allows the player to make have little relevance to the Civil War, and actual CW tactics at this level.

That is pretty much my primary concern with games like this - that they make a game without actually making a game that simulates the combat it is trying to represent at more than a superficial level.

QuoteI am sorry to have to write this for a game with over 99% positive reviews but the truth must be told.

First off, I must acknowldege that this is a early access version of the game and so there is always hope that the game will improve, but for me there are significant short commings in the version that leave this version far short of what would make this a great Strategy game.

Having studied the strategy and tactics of real 19th century warefare I was hoping this game would be a good way to expereince and explore those tactics. I recognize that no game, no matter how well written would be able to capture 100% the reality of that, but this game lacks all of those elements and for me fails on so many levels and makes the game unable to hold my interests.

The game does offer much as a strategy game and I do acknowledge the many good things about this game which the vast majority of reviewers have already pointed out, but I must provide a negative review in order to provide balance to others considering purchasing the game.

The game touts itself a a simulation of Gettysburg and as such I would expect it to use as much of the real commands and tactics as possible for a game, a goal that Sid Meier's Gettysburg better achieved, although that game had many short comings as well.

To make this an effective civil war startegy game I should be able to issue commands to units that real commanders would issue. There is too much automation in the way the troops behave and act. It seems that the only thing I can tell the troops is where to go. I can not make a decision on how to form, single battle line, double battle line, etc. These were critical decisions a commander would make deciding where he needed strength (double line) and where he needed to guard the flanks (single line) I might even want to order a unit to "dig in" I really only have once choice for forming my units and they are made for me,

If I have a brigade arriving to the rear, I might want to position them in a certain location to be ready to reinforce my line, but as soon as I do that they move from colomn formation to a line formation. In fact, if I even order a unit to halt, they will move from column to battle line. This denies me the tactical decision to leave a brigade in the faster moving column formation until I decide to move them into a battle line. I can't order my calvary to mount or dismount, Gamble's skirmishers remain skirmishers. In reality, once the infantry arrived, I would order them to mount up and guard the flanks or scout the north or west, but I can't do that again denying me important tactical decisions. I can't order my artillary to limber up or un-limber and the artillary seems to move the same regardless taking away another important decision that can make or break a battle. When I order a unit to "Fall Back" an experience unit would accept this to mean a slow withdrawl while fighting a delaying action an orderly process to tactically reposition the troops. Instead it looks more like a retreat, even with high morale units.

All too often, units are automatically moving to "face the enemy" again denying me the tactical decision to maintain my line unless I specifically remember to tell them to hold. In reallity they should hold the line unless they are told to skirmish. A unit in real life would never make a move like that. This often creates units with their flanks in the air when my intentions was to have their flanks anchored by other units or natural obstacles. It seems I have a whole army of Dan Sickles.

Looking in the release notes I see there is work pending on group commands and obliques but not sure if these pending additions will significantly improve these limitations. I also wished there was more granularity in the units as primarily I can only control at the brigade level. It would be nice if I could issue orders at either the regimental or brigade level. For civil war history buffs the role of regiments is of high interest and a good civil war game that fails to recognize the regiment falls short of satisfying a civil war enthusist. Players should be able to control both the regimental and brigade level units. For example, order a brigade to form a double battle line, but during the battle, order a specific regiment in that line to move to a single battle line at the end of the brigade to guard the flank. I should be able to order a single regiment for form a skirmish line in front of the brigade or order the regiment at the end of the brigade to wheel right or left to avoid having my flank in the air. While having division and corps commanders in the game adds historical interest and recognizes these hostoric figures I agree that the way the are implented in the game is correct. Since these roles were more strategic and administative there is not need for tactical commands at the division or corps level. I do look forward to the addition of divisional commander characters to add depth to the game. But the lack of regimental/brigade level tactical commands is a big dissapointment. Ideally, I should be able to issue commands to those units like a real commander would and they would react based on how experienced and well drilled they are. For example. ordering a unit to form a double battle line might be done quickly and smartly for a well drilled and experienced unit but a little slower for a new unit. To me it appears that the developers lack a deep understanding of civil war tactics and army procedures. Even little things like the fact that I issue a "run" command instead of a "double time" command. Nitpicking for sure and an easy fix, but perhaps a symptom of how far off this game is from being a true civil war strategy and tactics game.

So bottom line, a lot of hard work went into this game. The map is beatiful and the game is playable as a basic, simple, strategy game, but as a game claiming to be a civil war strategy game, it lacks sufficient depth at this time to be a rich and satisfying game of civil war strategy and tactics. In a toss up between this game and Sid Meir's Gettysburg, Sid would win. While I hope there is substantial improvement between the early access and final release I can not recommend the game at this time. However, at the early access price of only $9.99 it is worth a look by any strategy game fan and I hope that our early support and honest feedback will encourage the developers to improve on the game and help it to rise to the level of one of the best civil war strategy games ever.

Fair assessment?
Title: Re: Ultimate General: Gettysburg
Post by: Razgovory on July 06, 2014, 02:09:07 PM
Fair.  I was looking for a "beer and pretzels", type game and that's what it is.  So I like it despite these flaws.  That said, the inability to properly wheel a unit around, or  change the formations is frustrating.  It's also annoying that there aren't any audio cues for new units coming on the field just a message on the screen.  I imagine that will be changed, this is after all an unfinished game.  I don't think it will ever be a hardcore strategy game though.
Title: Re: Ultimate General: Gettysburg
Post by: The Brain on July 06, 2014, 02:29:09 PM
Another game where you order calvary around. Thanks but no thanks.
Title: Re: Ultimate General: Gettysburg
Post by: FunkMonk on July 06, 2014, 04:24:58 PM
Quote from: Razgovory on July 06, 2014, 02:09:07 PM
Fair.  I was looking for a "beer and pretzels", type game and that's what it is.  So I like it despite these flaws.  That said, the inability to properly wheel a unit around, or  change the formations is frustrating.  It's also annoying that there aren't any audio cues for new units coming on the field just a message on the screen.  I imagine that will be changed, this is after all an unfinished game.  I don't think it will ever be a hardcore strategy game though.

Yup, agree.
Title: Re: Ultimate General: Gettysburg
Post by: Valmy on July 07, 2014, 08:19:47 AM
QuoteI can't order my calvary to mount or dismount, Gamble's skirmishers remain skirmishers. In reality, once the infantry arrived, I would order them to mount up and guard the flanks or scout the north or west, but I can't do that again denying me important tactical decisions.

What the hell?  That is fucking stupid you cannot order your cavalry to mount up or dismount?  I mean I get we are not going for Simulation: Gettysburg for training 19th century army commanders but come on now.
Title: Re: Ultimate General: Gettysburg
Post by: grumbler on July 14, 2014, 12:12:13 PM
Quote from: Valmy on July 07, 2014, 08:19:47 AM
QuoteI can't order my calvary to mount or dismount, Gamble's skirmishers remain skirmishers. In reality, once the infantry arrived, I would order them to mount up and guard the flanks or scout the north or west, but I can't do that again denying me important tactical decisions.

What the hell?  That is fucking stupid you cannot order your cavalry to mount up or dismount?  I mean I get we are not going for Simulation: Gettysburg for training 19th century army commanders but come on now.
I can't recall a single instance of an army commander deciding when a regiment mounted or dismounted.  The whine that the game is badly designed because it doesn't give the army commander enough control over unit tactics is lame.  The problems with the command system are that it gives too MUCH control and information.  Its just another manifestation of the 1000-foot-tall general.  Anything that takes that away is good.
Title: Re: Ultimate General: Gettysburg
Post by: Valmy on July 14, 2014, 12:29:22 PM
Ok then what's there for me to do in the game?  If I cannot order cavalry to mount and go scout my flank what is it I am doing?  This is a tactical game not a strategic one.  We are already at Gettysburg and fighting.  If I just want to do things at a level where I do not have tactical authority I would play Grand Strategy.
Title: Re: Ultimate General: Gettysburg
Post by: Viking on July 14, 2014, 12:43:30 PM
Quote from: grumbler on July 14, 2014, 12:12:13 PM
Quote from: Valmy on July 07, 2014, 08:19:47 AM
QuoteI can't order my calvary to mount or dismount, Gamble's skirmishers remain skirmishers. In reality, once the infantry arrived, I would order them to mount up and guard the flanks or scout the north or west, but I can't do that again denying me important tactical decisions.

What the hell?  That is fucking stupid you cannot order your cavalry to mount up or dismount?  I mean I get we are not going for Simulation: Gettysburg for training 19th century army commanders but come on now.
I can't recall a single instance of an army commander deciding when a regiment mounted or dismounted.  The whine that the game is badly designed because it doesn't give the army commander enough control over unit tactics is lame.  The problems with the command system are that it gives too MUCH control and information.  Its just another manifestation of the 1000-foot-tall general.  Anything that takes that away is good.

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fwww.nottinghilleditions.com%2Fimages%2Fblog%2Fhenryv2.jpg&hash=3b8a901b2f5a9812d6b5880d912a83732587ad8a)

We few, we happy few will fight dismounted.
Title: Re: Ultimate General: Gettysburg
Post by: Habbaku on July 14, 2014, 12:46:43 PM
Quote from: The Brain on July 06, 2014, 02:29:09 PM
Another game where you order calvary around.

What would Jesus think?
Title: Re: Ultimate General: Gettysburg
Post by: Berkut on July 14, 2014, 12:50:43 PM
Quote from: grumbler on July 14, 2014, 12:12:13 PM
Quote from: Valmy on July 07, 2014, 08:19:47 AM
QuoteI can't order my calvary to mount or dismount, Gamble's skirmishers remain skirmishers. In reality, once the infantry arrived, I would order them to mount up and guard the flanks or scout the north or west, but I can't do that again denying me important tactical decisions.

What the hell?  That is fucking stupid you cannot order your cavalry to mount up or dismount?  I mean I get we are not going for Simulation: Gettysburg for training 19th century army commanders but come on now.
I can't recall a single instance of an army commander deciding when a regiment mounted or dismounted.  The whine that the game is badly designed because it doesn't give the army commander enough control over unit tactics is lame.  The problems with the command system are that it gives too MUCH control and information.  Its just another manifestation of the 1000-foot-tall general.  Anything that takes that away is good.

I could not care less about ordering cavalry to mount or dismount, as long as they do so in some rational manner on their own.

I certainly do care if the orders/choices/decisions I make seem to have some actual correlation to Civil War tactics and realities on the battlefield. And given the review, it would seem that they do not, or do so in only a very superficial way.

I get the impression it is a game with all the trappings and theme of the Civil War, but the underlying mechanics have nothing to do with the Civil War...
Title: Re: Ultimate General: Gettysburg
Post by: FunkMonk on July 14, 2014, 07:42:38 PM
Quote from: Berkut on July 14, 2014, 12:50:43 PM

I get the impression it is a game with all the trappings and theme of the Civil War, but the underlying mechanics have nothing to do with the Civil War...

I wouldn't say that. Battle lines move back and forth and flow as each scenario develops. Artillery placement matters and holding the heights is integral. It feels like a civil war game.

Think of it as the offspring of a Sid Meier's Gettysburg! - Total War union. It's never going to be a hyper realistic simulation but it's not supposed to be. It does what it wants to do pretty well. For $10 I've had a lot of fun with it and it's not even finished yet.
Title: Re: Ultimate General: Gettysburg
Post by: Ed Anger on July 14, 2014, 08:20:22 PM
I'd love to have a game on Civil War cavalry battles. Custer charging the reb cavalry at Gettysburg, Brandy Station, etc.
Title: Re: Ultimate General: Gettysburg
Post by: Valmy on July 14, 2014, 08:49:33 PM
Quote from: Ed Anger on July 14, 2014, 08:20:22 PM
I'd love to have a game on Civil War cavalry battles. Custer charging the reb cavalry at Gettysburg, Brandy Station, etc.

Yelling 'Come on you Wolverines!' while a brass band played 'Hail to the Victors'
Title: Re: Ultimate General: Gettysburg
Post by: Ed Anger on July 14, 2014, 08:53:13 PM
Quote from: Valmy on July 14, 2014, 08:49:33 PM
Quote from: Ed Anger on July 14, 2014, 08:20:22 PM
I'd love to have a game on Civil War cavalry battles. Custer charging the reb cavalry at Gettysburg, Brandy Station, etc.

Yelling 'Come on you Wolverines!' while a brass band played 'Hail to the Victors'

Grumbler just got a hard on.
Title: Re: Ultimate General: Gettysburg
Post by: Razgovory on July 15, 2014, 01:56:07 AM
Quote from: FunkMonk on July 14, 2014, 07:42:38 PM
Quote from: Berkut on July 14, 2014, 12:50:43 PM

I get the impression it is a game with all the trappings and theme of the Civil War, but the underlying mechanics have nothing to do with the Civil War...

I wouldn't say that. Battle lines move back and forth and flow as each scenario develops. Artillery placement matters and holding the heights is integral. It feels like a civil war game.

Think of it as the offspring of a Sid Meier's Gettysburg! - Total War union. It's never going to be a hyper realistic simulation but it's not supposed to be. It does what it wants to do pretty well. For $10 I've had a lot of fun with it and it's not even finished yet.

I'm not going to try to sell this game to Berkut.  Clearly he's interested in a simulationist game.  That's cool, I fully understand that.  This is not that game.  I wouldn't go so far as to say the underlying mechanics have nothing to do with civil war battles, but the game is meant for quick exciting battles.
Title: Re: Ultimate General: Gettysburg
Post by: Berkut on July 15, 2014, 09:40:14 AM
Quote from: Razgovory on July 15, 2014, 01:56:07 AM
Quote from: FunkMonk on July 14, 2014, 07:42:38 PM
Quote from: Berkut on July 14, 2014, 12:50:43 PM

I get the impression it is a game with all the trappings and theme of the Civil War, but the underlying mechanics have nothing to do with the Civil War...

I wouldn't say that. Battle lines move back and forth and flow as each scenario develops. Artillery placement matters and holding the heights is integral. It feels like a civil war game.

Think of it as the offspring of a Sid Meier's Gettysburg! - Total War union. It's never going to be a hyper realistic simulation but it's not supposed to be. It does what it wants to do pretty well. For $10 I've had a lot of fun with it and it's not even finished yet.

I'm not going to try to sell this game to Berkut.  Clearly he's interested in a simulationist game.  That's cool, I fully understand that.  This is not that game.  I wouldn't go so far as to say the underlying mechanics have nothing to do with civil war battles, but the game is meant for quick exciting battles.

I don't think the game has to be a simulation to appeal to me at all - I don't mind simplification in the least.

But it IS important to me that it still be a "Civil War" game. It can be a simple civil war game, nothing at all wrong with that.
Title: Re: Ultimate General: Gettysburg
Post by: Razgovory on July 15, 2014, 11:19:16 AM
Well, if you like there are some videos on youtube that show game play.  I'd use that to judge.
Title: Re: Ultimate General: Gettysburg
Post by: FunkMonk on July 15, 2014, 12:18:36 PM
The biggest drawback for me with this game is that there is currently no multiplayer. :( Multiplayer fits this game perfectly and I hope they add it in the finished product.
Title: Re: Ultimate General: Gettysburg
Post by: Razgovory on July 15, 2014, 12:28:31 PM
Yeah, I think they said they will be adding Multi-player.  I've never tried an "Early access" game before.  But this one was like 10 bucks and isn't bad.  I've gotten something like 20 hours out of it, so that's not a bad deal.
Title: Re: Ultimate General: Gettysburg
Post by: Lettow77 on October 18, 2014, 11:16:52 PM
 Got the game; even on the higher levels the AI isn't that challenging. Won the battle of Gettysburg on the second day as the Confederacy with 2:1 losses inflicted, and on the replay as the north the South's losses were even worse.

The choose-your-adventure campaign system is pretty fun,  but doesn't apply to the multiplayer. A campaign feature for the multiplayer, as well as multiplayer beyond 1vs1, would be needed to make this a solid game worth putting lots of time into, but it's not clear if it will receive that support.

Title: Re: Ultimate General: Gettysburg
Post by: Syt on November 27, 2016, 03:08:59 AM
Instead of starting a new thread I'll put this here:

http://store.steampowered.com/app/502520/

QuoteUltimate General: Civil War

Ultimate General: Civil War is a tactical war-game. Experience the bloodiest period of U.S. history - the American Civil War of 1861-1865.

MAIN FEATURES

Full campaign: Fight in the American Civil War campaign and participate in 50+ battles from small engagements to massive battles that can last several days over hundreds of square miles of terrain. Campaign fully depends on player actions and battle results. Historical battles can also be played separately.

Early access edition includes the following battles in the campaign:
Battle of Aquia Creek
Battle of Philippi
1st Battle of Bull Run
Battle of Shiloh
Battle of Gaines' Mill
Battle of Malvern Hill
2nd Battle of Bull Run
Battle of Antietam
+ 10 minor engagements different for each side

The following battles will be added when the game is fully ready in a couple of months:
Battle of Fredericksburg
Battle of Stones River
Battle of Chancellorsville
Battle of Gettysburg
Battle of Chickamauga
Battle of Cold Harbor
Battle of Richmond
Battle of Washington
+ 13 minor engagements different for each side

Army management: You are the general. You have full control over the army composition. Based on your successes and reputation you might get access to more corps, divisions and brigades. Keep your soldiers alive and they will learn to fight better, turning from green rookies to crack veterans. Lose a lot of your soldiers and you might not have enough reinforcements to deliver victories. Your reputation will suffer, army morale will drop and you will be forced to resign.

Innovative command system: You decide which level of control you want. Command every unit individually or just give them a main goal with one button click and watch if they can take that hill. Army divisions commanders can make decisions on their own and help you control the largest army. Draw a defensive line and allocated brigades will defend it like lions. Or design a deep flanking maneuver by just drawing an arrow and send the whole army to the enemy flank or the rear. Your generals will try to fulfill your orders, although "no plan survives contact with the enemy".

Officer progression: Historical unit commanders progress and become better fighters together with the player. The Officers rank up based on their units' performance, but its war and they can be wounded or even get killed in action. New ranks open new possibilities and allow officers to lead bigger units without efficiency loss. Winning battles also opens new possibilities for you as a general, increasing skills such as reconnaissance or political influence.

Historical weapons: There is huge variety of Civil War weaponry from mass produced Enfield pattern rifles to rare Whitworths. Historical availability has also been implemented. Certain weapons can only be captured by raiding supplies or taken from the enemy on the battlefield.

Enhanced unit control: Detach skirmishers to send them to scout those hills ahead. Or merge several brigades into one bigger division if it's needed. Dismount the cavalry to become less visible to the enemy or mount for fast flanking charges and supply raids. Supplies are extremely important and you have to plan and defend the provisions otherwise the battle might end for you early.

Advanced Artificial Intelligence: You will face a strong enemy. AI will flank you, will hit your weak spots and undefended high ground, will chase and cut your supplies and will try to destroy unguarded artillery batteries. AI will use terrain and will take cover and retreat if overwhelmed.

Terrain matters: Trenches, lines, fences, houses, fields – everything can help to achieve victory, if you know how to use it. Hills will allow you to see enemy units earlier. Rivers and bridges can become natural obstacles that will help you to defend. Forests can help you hide your movements and flank the enemy.

Beautiful maps: We believe that modern technology allows hardcore war-games to finally stop being brown on green hexes. Hardcore, deep war games can be beautiful. In our game, every historical battle landscape is accurately hand-drawn, utilizing data from satellite and historical maps. The topography plays immense strategic role and helps to understand how battles were fought and to learn history.

Currently in Early Access.

The Historical Gamer has a few video playlists:

Union: https://www.youtube.com/playlist?list=PLTGFcT0l8dvALcs_jcnEldRZdwq5dgOoe
CSA: https://www.youtube.com/playlist?list=PLTGFcT0l8dvD7KgkFsGjVL4QIxQgTMFHT

(He also has a few Rule the Waves Let's Plays - https://www.youtube.com/user/thehistoricalgamer/playlists )

This might be a nice modernized beer & pretzels version of Civil War Generals 2.
Title: Re: Ultimate General: Gettysburg
Post by: Lettow77 on November 27, 2016, 04:19:00 AM
 The AI is a bit terrible at the moment, unless it is reasonable for the yankees to have taken a couple gettysburg's worth of casualties at second manassas.

(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2FMupCavx.jpg&hash=ac30aea358a50be1069d2036e9e80d188dac1558)
Title: Re: Ultimate General: Gettysburg
Post by: 11B4V on November 27, 2016, 01:07:41 PM
Shame. Such potential.
Title: Re: Ultimate General: Gettysburg
Post by: Syt on November 27, 2016, 01:15:53 PM
Well, it's at V0.66 or thereabouts, and AI is something they want feedback on as per their blog: http://www.ultimategeneral.com/blog/ugcw-release-early-access
Title: Re: Ultimate General: Gettysburg
Post by: CountDeMoney on November 27, 2016, 01:23:55 PM
Quote from: Lettow77 on November 27, 2016, 04:19:00 AM
The AI is a bit terrible at the moment, unless it is reasonable for the yankees to have taken a couple gettysburg's worth of casualties at second manassas.

So it's Lettowporn.  Hawt.
Title: Re: Ultimate General: Gettysburg
Post by: Lettow77 on March 10, 2017, 07:00:29 AM
The game has come a long way since November in terms of new content, and nears the end of its Early Access phase.

The AI remains utterly incapable of assuming any sort of capable offensive, and fighting a defensive battle as the Confederacy is a guilty pleasure.


(https://languish.org/forums/proxy.php?request=http%3A%2F%2Fi.imgur.com%2Fjc7VZ5l.jpg&hash=2199024da3885da4dee8dbd0e31e30360cc625ac)