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Feedback (UPDATED: 11/9/2015)


Nick Thomadis

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A new update that fine tunes and improves the gameplay while it fixes several inconsistencies and bugs that you reported. Better AI, improved melee, enhanced 3D visual perception of terrain and multiplayer balances are the most important changes included in this patch.

You can read more info in our blog:
http://www.ultimategeneral.com/blog/2015/9/3/hotfix-patch-v155

or below

Ultimate General: Gettysburg patch v1.55 (rev.10222/10203)

  • Better synchronization, more realistic movement of sprites.
  • Improvement of Brigade movement and visual mechanics.
  • Formation, collision detection improvements (affects targeting, retreat directions, melee).
  • Targeting improvements (affects AI positively, units block each other more realistically, hills become more important).
  • Intensified importance of hills in defense. Some positions like Cemetery Hill and Culp's hill will feel like fortresses now.
  • New better melee balance.
  • Better visual representation of pseudo 3D terrain. You will be able to perceive hill obstructions more accurately as unit formation bend and scale on terrain.
  • AI overhaul. AI should attack and defend much more efficiently with all personalities.
  • Some scene fixes including big error in "What if Buford had not held McPherson ridge" which resulted in a broken scenario.
  • Various fixes and balances for MP battles that were unbalanced. 
    - CSA  in "Pickett's charge" has now also Pettigrew and 3 other brigades at their disposal making things really challenging for the Union which get a few more artillery for compensation.
    - In "Union on the Offensive", CSA have 2 more brigades, and Union has less artillery.
    - In "Ewell advances" the CSA get 2 more brigades as reinforcements.
    - In "Devil's Den" reinforcement times for Union have been balanced.
    - In "Meeting at Cemetery Ridge" Union have one less brigade and CSA a few more artillery pieces.

 

  • Various balances and improvements in combat. Balance is carried to Multiplayer version of the game and provides equal opportunities for both sides.
  • Skirmishers less lethal in ranged combat.
  • Altered the arrival time of 1st day/1st battle units to fit more the historical facts.
  • Fixed occasional super damage bug when units were in melee that destabilised combat balance.
  • Fixed many overpowered artillery batteries for both sides.
  • Fixed several bugs that made AI to fight at disadvantage since almost always its altitude parameters were lower than the player's and there were also other multiple issues. Now the AI will fight to its full potential, as never seen before.
  • Fixed bugs that unbalanced multiplayer according to who was hosting.

This update has been shaped up thanks to the valuable feedback of many volunteer testers. We would like to honor the most active and helpful during this test phase by mentioning them below:

Koro (Unforgiving General who punished the AI until it was able to beat him and also provided relentless multiplayer testing)
1st.TN.Reg.Watkins (Careful General who with his historical tactics forced the game to play more realistically)
OLee O'Hara (Demanding General who took detailed notes of AI failures that helped to make it better)
JamesL (Veteran General who was only getting pleased when the AI was able to inflict more casualties than him)
YueJin (Methodical General who always gives unquestionable advices for a better gameplay)
Lincolns Mullet (Elite General, missing in action most of the time, but still his brief reports mattered)

Now lets see if you can beat the new AI! Provide your feedback in our forums:
Game Labs Forum
Steam forum

Ultimate General: Gettysburg v1.5
 
Single Player

  • Radical gameplay improvements to make the game more realistic. Combat actions will have a "clear loop" meaning that each one of your decisions, to charge, assault an area will have devastating results with one clear winner.... melee and volley shots lethality as well as condition's better balance will not allow the very frequent fall back, charges and rapid change of decisions to correct your tactical mistakes. You will now be able to organise "Pickett's charge" style of attacks but beware, the cost shall be heavy, if you decide wrongly.
  • AI optimizations. AI should be more effective in attack and defend overall and is more active (mobilizes units to reinforce areas promptly).
  • AI improvement to concentrate more the forces in important areas.
  • AI deploys artillery more efficiently, and tries to keep it safe.
  • AI will protect flanks better.
  • AI will not choose hazardous maneuver paths as before.
  • AI will now make better continuous lines.
  • AI will decide to charge much more efficiently. 
  • AI personalities are now more diverse and distinct. It is more evident in bigger battles in which tactics can differ much according to offensive or defensive nature of the AI opponent.
  • AI now withdraws and awaits for organised attacks if necessary much more carefully.
  • Melee fixes to inflict more casualties. Previously the damage was too low.
  • Artillery damage tuned better. Previously it could be too powerful. Now artillery does modest, more sensible damage from long and medium range and is devastating as it should be from close range.
  • Artillery more vulnerable to projectile fire. Now you will think twice to risk your arty on the frontline,
  • Several balances to Union and CSA combat effectiveness.
  • Slight rebalance of CSA/USA infantry rifle accuracy (previously it was favouring too much the Union).
  • Pettigrew and Brockenbrough and Pender Division will delay less to arrive so that Union is pressed more in defense at the first stages of the battle.
  • Improved how unit auto-react and make lines (snap to each other).
  • Improved retreat direction of units. Now the only case that a unit will seek to head towards your lines is when it has no escape rout and so it heads to the army rally points.
  • Balances in some Multiplayer/Custom Battles:
    • "Chance to change history" map got VP increase of Cemetery Hill and Culp's Hill so it is possible for the Union player to win after a successful delaying tactic. 
    • In "Battle of McPherson Ridge" the CSA get precious cavalry support.
    • In "Meeting at Cemetery Ridge" starting positions have been balanced so CSA can arrive faster to the ridges while 2nd Division of Sickles army has been removed, because Union had too many troops.
    • Vincent, Reserve artillery, Slocum and Stannard arrive sooner at "Battle of Devil's Den".
    • In "What if Buford had not held McPherson" the CSA get more reinforcements but tired. In the same scene it was fixed bug that did not show event message when Union arty arrived.
    • In "Union attack's Benner hill;" the objective's value is balanced to force Union for more offensive actions. Additionally Union receives more reinforcements and CSA cavalry will always arrive as reinforcements. (previously it could not arrive at all).
    • "Fight for two hills" central objective placed in the center for more equal battle. New objective added on Benner's Hill to balance the tactics needed for both sides.
  • Fix of melee collisions issues after loading a save.
  • Fix of invisible units after loading a save.
  • Fix of units stuck at edges of map.
  • Fix of "eternal" melee collision bug that was especially frequent in multiplayer.
  • Fix of units not firing to nearby enemies (or it can be now a very rare bug)
  • Fix of melee mechanics problems showing soldiers fighting too frequently without an opponent. Now melee should look much smoother.
  • Fix of unit collision issues that affected negatively the shape of units on the battlefield, melee mechanics, LoS visibility, targeting and AI.
  • Other minor fixes in scenarios.

Multiplayer

  • All the Single Player improvements.
  • Melee balance is better so as to inflict casualties but will not be overpowered.
  • Fix of artillery limbering animation that was not visible for opponent.
  • The Multiplayer maps balances mentioned above.
  • New Multiplayer maps that are also available in Single Player version as custom battles:
    • Union on the offensive: "The Confederates are entrenched along Cemetery Hill heights and the Union assembles with superior forces to attack. Stuart's cavalry rushes to aid the defense!" 
    • Defensive line along Warfield Ridge: "The Union has fortified a long line of defense across Warfield ridge. The Confederates need to find a breach and take Cemetery ridge which is lightly defended!" 
    • Night battle on the Round Tops: "The two armies are facing each other at Devil's Den area and night approaches. The Confederates assemble for a large scale assault to take the ridges from the Yankees!"  
    • Corner your opponent: "In this battle there are no objectives. Inflict 350 more casualties than your opponent to claim victory!"   

Ultimate General: Gettysburg v1.3 
 
Artificial Intelligence

  • AI is more positional, protects defensive ground and objectives more persistently. 
  • AI will respond faster to player's threats.  
  • AI will decide to charge with better decision making.  
  • AI uses Generals more efficiently. 
  • AI Union will choose always to defend its ground in phase 2 and not withdraw south to Cemetery ridge area.
  • AI will choose to fall back when needed more efficiently.
  • AI will press the attack more on weakened areas of your army. 
  • AI protects flanks more.
  • AI overall attacks and defends more efficiently, making lines, flanking and deploying cannons on hills.
  • Fix of bug that could cause player units to have enhanced charge and ranged attack vs AI.
  • Fix of internal AI clocking which could cause freeze on low-end machines.

Gameplay

  • Various fixes in targeting for better auto-management of units, especially the artillery.
  • USA vs CSA balance of military strength is better balanced. The Confederates should not be overpowered now. 
  • Union and Confederate Generals have increased command radius for better management of their units.
  • Fatigue balanced so that charge and run has more cost. Now, over-charging your troops will usually have negative impact.
  • Melee now endures more and can be devastating.
  • Melee mechanics improved. Soldiers group to attack better.
  • Artillery has less cover bonus (it was requested so infantry has better chances to assault fortified artillery positions + artillery fire fights become more interesting).
  • Artillery has been rebalanced so that solid shots are more useful from long range while Shell and Canister are still devastating for the attackers.
  • Slocum may arrive sooner in some battles when Union is desperate to defend.
  • Multiplayer battles slight re-balances on some maps. With the new gameplay changes, the Confederates will no longer be overpowered but will continue to be superior in their spirited charges and in morale.
  • Column is now more vulnerable to melee and ranged combat attacks. You should think twice now to use such "irregular" tactics in your multiplayer matches.

Battle flow

  • Battles of 2nd Day morning in which Union prepares for major counter attack the battle duration is now longer (it was too short in some battles).
  • Some 3rd day battles got improvements (better positioning of units, objectives captured faster per second, position of Union XI corps replaced with VI corps as more rested and logical to be used.
  • Union VI Corps participates in more speculative 3rd day battles. Reinforces Union Defenses more logically on the critical battles.
  • Union reinforcements do not delay so much to arrive in the first battle.

Other

  • Unit formations bend more realistically on hills, increasing the 3D terrain perception.

Ultimate General: Gettysburg v1.11 

  • AI behaves more realistically and decides to charge less frequently.
  • AI makes better lines and protects flanks more.
  • AI run decisions do not swap so frequently as before.
  • AI is more sensible and keeps distance when overwhelmed without risking more casualties. This behaviour depends on the personality and is more frequent for the defensive AI characters.
  • Slight reduce in combat tempo/battle speed to feel more realistic.
  • Column formation is not so fast moving as before.
  • Moving in column and advance will have severe penalty in casualties if executed near enemies.
  • Union infantry has more morale to be able to hold their defensive formations. This change affects especially the multiplayer as the Union was quite underpowered in latest patch in online matches.
  • Various gameplay balances for not having overpowered Confederates and also have more challenge whichever side you choose to play.
  • Units' reload slower while they move so that advancing to a defensive position will be even more difficult for attackers.
  • Increased projectile lethality that makes battles more realistic and difficult to predict. A single mistake can cost the lives of many and the battle to be lost prematurely, especially in multiplayer.
  • "Chance to change history" map which simulates the whole first day of the battle has been expanded more south so that the fighting at Cemetery hill area has more room for tactics.
  • A battle of third day, which leads to the conflict on Benner's Hill with the Union line overstretched is balanced better (it was favoring too much the Confederates).
  • "Ewell advances", "Meeting at Cemetery Ridge" "Union attacks Benner's Hill". "The Confederates attack Seminary Ridge" multiplayer maps got new balances. More or less troops for each side or reinforcement time tweaks.  

Ultimate General: Gettysburg Patch 1.1
 
NEW FEATURES

  • Melee and Fire: Units will be able to shoot each other while in melee creating a realistic battle havoc.
  • Night, Dawn and Evening Battles: You will feel the importance of daylight that changes dynamically according to time of day and affects the visibility and accuracy of your units. Especially the speculative night battles of the 2nd day offer a spectacular variance to the epic conflict between the two sides.
  • Artillery limbering: Battles become much more realistic with this feature. To enable you simply draw a large enough movement arrow and the artillery will auto-limber and deploy to destination.
  • New icons indicate in Morale bar if the unit is at melee, is targeted or receives a morale boost from its general.
  • New icons indicate not only the kills but also the losses of units (for General units too).

MULTIPLAYER

  • Fix of some reinforcements delaying too much to arrive.
  • Fix of some multiplayer objectives not being able to be captured easily.
  • Fix of very small battle delay for battle "Chance to change history".
  • Fix of some reinforcement units not positioned properly at arrival point.
  • "Conquer the map" scenario is rebalanced because previously it was heavily favoured for the Union.
  • "Ewell advances" is rebalanced to increase the tension of fight. More Confederates and Union reinforcements arrive.
  • "The Confederates counterattack Seminary Ridge" map is smaller and received balance to be interesting to play for both sides.
  • "Chance to change history" map is now simulating the full day 1 of the battle, from the morning when Buford tries to delay the Confederates, till the evening when the Confederates swarm the Union forces.
  • Fix of multiplayer army force bars that could show wrong balance of power.
  • Fix of multiplayer losses/kills that could differ in the end result.
  • +1 New Multiplayer map "Night Assault".

GAMEPLAY

  • AI will evaluate strategic positions and cover much more efficiently.
  • AI will be able to choose to double quick its units when it is needed, a behaviour that up to now worked only for the human player and could be used to overwhelm the AI. 
  • AI will be able to deploy artillery even better, to gain fire superiority from distance or support fire lines.
  • AI will use its Generals much more effectively, supporting needed areas of the conflict.
  • AI will manually fall back as the human player much more efficiently.
  • AI will make defensive line formations facing always the nearest threat as a human player.
  • Slight reduce of artillery vulnerability to direct ranged attack (requested in forum).
  • Some undesirable too slow soldier movement issues are resolved.
  • Artillery is more effective from medium/long range. Especially the Confederate artillery got an additional increase in effectiveness.
  • Combat balance overhaul with aim to intensify defensive positions value and make charge decisions more crucial.

BATTLE FLOW

  • Multiple fixes and improvements for proper continuation of the battle.
  • CSA Johnson Division may arrive at the 3rd battle phase of the 1st day.
  • Stannard's Brigade may reinforce Cemetery Hill if the 2nd battle phase of the 1st day is delayed enough.

VISUAL

  • Improvement on how unit formations bend on hills that increases the 3D depth perception.
  • Intensification of soldier unit shadows for better perception of 3D depth. (You need to enable shadows from the graphics options to see this subtle effect).
  • Removal of Tilt-Shift option because it could not work well with the night battles. We may re-add later an improved version.

BUG FIXES

  • Fix of music volume reseting after a play session.
  • Major Fix of AI bug ignoring sometimes the nearby threats and exposing flanks (AI zombie fix).
  • Fix random freeze when exiting MP menu.
  • Fix of "traitor" bug that could result units to target friendlies.
  • Fix of "ghost" bug that made units to target dead enemies.
  • Fix of saves sometimes malfunctioning AI and melee collision. 
  • Fix of targeting bug that sometimes made units to not fire at a targeted enemy.

Note:
A small advice to everyone. Do not use old saves because they may be broken in various ways due to new code. They might not load at all. Please play new campaigns.


---------------
Ultimate General: Gettysburg Patch 1.03
 
Gameplay
Various AI improvements to all characters. AI will defend and attack much more efficiently.
• New optional AI boost settings to increase the challenge. Boost enhances subtly the long range accuracy, the condition recover when idle and the charge bonus, according to AI character. Indirectly of course morale, efficiency and other factors are affected but overall the boost should provide more challenge without overwhelming odds against the player.
• Artillery will move faster according to distance of waypoint making maneuver columns.
• Skirmishers condition will not decrease so fast when they move.
• Artillery will be more vulnerable in direct projectile attacks (Something that up to now made AI effort very difficult, as Artillery got minimal damage and inflicted 100's of casualties with canister volleys). Additionally artillery vs artillery fights will cause more casualties.
• Slight Union decrease of long range combat effectiveness vs the Confederates.
• Slight Confederate artillery more accurate at long range fire.
• Condition changes more dynamically and will not remain to zero state during firefights so often. Careful management of units now is creating a dynamic, more challenging tempo throughout the battle.
• Various gameplay balances to morale, combat lethality and melee.
• Improved auto-targeting, especially for artillery which will choose the closest threats much more effectively.
 
Battle Flow
• Confederate Thomas brigade is available on speculative 1st day 3rd phase of the battle (requested in forum). Historically it was kept in reserve but since Slocum and Stannard are coming it is logical to appear in the battlefield.
• Confederate McLaws division arrives in a more south position in battle of Devils Den (requested in forum). This is more historically correct to make possible the planned envelopment maneuver for the Confederates.
• Iron Brigade and Cutler will arrive in a slightly more northern waypoint in the 1st engagement and reinforcements arrive in more varying delays.
 
Multiplayer
New multiplayer map: "Chance to change history". In this historical scenario of 1st July 1863, the Confederates attack with great numbers from West, North and East, heading to Gettysburg and Cemetery hill. The Union forces have a hard task to delay them and hold their ground.
• Various fixes to existing multiplayer maps according to feedback. The most important are:
    - Reduce of battle delay in some maps that was too big.
    - Balance of VP in some maps that was needed for more balanced battles.
    - Blended in time the reinforcement arrival time for many maps.
    - The Battle of Devil's Den has McLaws to arrive in a more south position (see above in Battle flow).
    - "The confederates counterattack seminary ridge" map is extended to the west, including Cemetery hill and Cemetery ridge and Stannard does not participate. As a result, many more tactical choices are available.
• Updated the gameplay to fit new single player improvements.
• Chat messages include punctuation characters (Chat was incomplete without them).
 
Bug fixes
• Fixed targeting bug which made units in wavering mode to stop firing. This was very annoying for artillery units which stopped to target and fire until their morale increased or they routed.
• Fixed morale code bug that affected mostly AI actions, eventually making it weaker vs the player. Units that were standing did not receive the proper morale impacts, resulting eventually to just stand and win easily in many cases when in defense. This bug affected also the multiplayer.

 
---------------
Ultimate General: Gettysburg Patch 1.02
Version 1.01 included a lot of improvements but due to technical bugs it was possible to anticipate random freezes during gameplay according to the system settings. After two hotfixes we provide now a new update which hopefully addresses all the problems:
http://www.ultimategeneral.com/blog/patch-102
 

Hoping that now you can enjoy the game without... disturbances,
 
The Game-Labs Team

 
Ultimate General: Gettysburg Patch 1.01 HotFix (2)

Hello Generals,

We have just made available a new hotfix:
http://steamcommunity.com/games/306660/announcements/detail/132057768573374914
It includes the following:

- Further technical repairs that address freezes and lags
- Buford's skirmishers have not so low condition regeneration
- Fix in case of units fighting close at borders that could affect game's stability

Restart Steam for a quick update. To understand that your game has been updated, notice that you have the following version numbers in menu:

Single Player: 1.01 HotFix rev.6915
Multiplayer: 0.29 HotFix rev.6914

With this hotifix you should notice much better game stability and much smoother/non-desynced multiplayer experience.

If you are still anticipating freezes, we strongly recommend to clean up your installation folder as advised here:
http://forum.game-labs.net/index.php?/topic/1973-try-this-if-you-have-freeze/

Let us know of any issue and we will address it as fast as we can.

PS.
Multiplayer server is currently under maintenance and so you cannot connect to play multiplayer. Repairs will be done asap. We are sorry for the inconvenience.
 
---------------
Ultimate General: Gettysburg Patch 1.01 HotFix

Hello Generals,

Patch 1.01 had been brought back because of some technical issues but now it is live again!

The hotfix includes the following:

- Freezes cure for all systems. Please let us know if you anticipate any issue.
- Morale balances so that it is resilient but not so stiff to result to frequent total annihilation of units.
- AI improvements/Fine tunes. Repairs in some AI which were so defensive that they did not want to attack in some maps.
- Fixes in targeting. Affects positively AI and auto-line management.
- Further fixes in retreat direction.
- Balanced artillery to do more reasonable damage from far distance and not so heavy from short distance.
- Minor text fixes.
- LoS max intensity increased to be more evident (You can configure in options the optimal intensity).

---------------
 
Ultimate General: Gettysburg Patch 1.01

LINUX version available!
Linux users will now be able to enjoy Ultimate General: Gettysburg. It’s also good to note that a single game purchase via the Steam store is compatible with Windows, Mac and Linux.

MULTIPLAYER


  • 7 New Multiplayer maps:
    - The Confederates counter-attack on Seminary Ridge
    - Fight for 2 hills
    - Meeting at Cemetery Ridge
    - The Round Top hills attacked from the south
    - What if Buford had not held McPherson Ridge?
    - Pickett's charge! (multiplayer edition)
    - Ewell advances
    Multiplayer has now 12 scenarios for 1vs1 matches.

  • Chat functionality: You can chat in the battle lobby using the new text window, as well as during a battle using the “Enter” key.

  • Updated game with the new single player improvements (see below).

  • Fixed some multiplayer stability and functionality issues.

  • “Conquer the map” now gets cavalry reinforcements correctly from the western valleys, giving more opportunities to the Confederates for flanking Cemetery ridge.

AI


  • The AI will now be a stubborn defender when it has to be. It will actively try to protect high priority objectives and will not chase other units away as it did before. This is best seen on maps where the AI Union must protect Cemetery hill.

  • The AI will be more decisive when storming your positions with multiple unit charges.

  • The AI will often maneuver its units in columns behind its lines to support flanks and mobilize reserves. This helps a lot when it must defend locations like Cemetery Hill and Culp's Hill, where it is needed to switch reserves between the hills.

  • The AI more often will move its artillery closer to your positions to inflict more casualties.

  • All AI personalities have received improvements according to their character.

  • The AI will not use cavalry & videttes irritatingly and too aggressively, but will use them to harass you when it is needed, as a player does.

GENERAL GAMEPLAY


  • More resilient morale that takes into consideration more the units' combat effectiveness. Units that inflict many casualties will fight more heroically and will have steadier morale. On the contrary, units that are badly beaten and have poor combat effectiveness will be more fragile throughout the battle.

  • Reduced the strength of charges. Uncoordinated frontal assaults on heavily fortified positions will be suicidal and can lead to units losing their fighting condition very fast. A slower advance results in units being effective for a longer time.

  • Reduced cavalry strength. Cavalry are weaker against massed firearms.

  • Improved unit targeting and auto-line management. Units now need even less babysitting.

  • Artillery movement speed is increased in relation to infantry speed.

  • Intensified terrain movement penalties. Units climbing hills, entering built-up areas forests will slow down significantly. As a result, defensive positions are now more powerful.

  • Rebalanced terrain cover bonuses/penalties so that the benefits of concealment are clearer.

  • Units moving in a firing line formation will be much slower compared to units in column formation. You can now use columns to maneuver faster or slowly fire and advance in line formation without isolating units from the main force.

  • Increased ranged combat lethality. Close-ranged musket and canister fire is now more lethal. Artillery will be an essential defensive weapon and can effectively support attacks from a distance, especially when firing on flanks.

  • Improved soldier movement mechanics. Sprites die in the formation more evidently and they are less synced with each other for more realistic visuals. The new soldier effects also affect gameplay, as wider formations receive more damage and trigger melee collisions better.

  • Improved melee damage and visuals.

  • Increased command radius for Confederate Generals Hill and Ewell.

  • Reduced some Generals' morale and condition regeneration bonuses that were too high.

BATTLE FLOW


  • Pender's Division infantry arrives now sooner and can participate in the first battle engagement for the Confederates. This increases tension in the first battle and opens up more speculative scenarios.

  • Stannard will arrive sooner if the Union withdraws to Cemetery Hill in the 2nd phase of the battle. Stannard significantly helps the army of the Potomac to hold its ground.

  • Battle delay is now triggered properly. If objectives are secured, then the timer will start and you will not have to wait long, unless your enemy presses the attack.

  • The battle will now end if one side routs the entire enemy army off the map.

  • Increased available time for many scenarios that were previously too short.

  • Fixed several battle flow errors that resulted in the battle campaign ending prematurely or not to continuing to a special scenario. For example, you could lose Cemetery Hill even though 2 battles ago, you secured it, or you could retreat to Cemetery Ridge while your forces gave a hard fight to hold Oak ridge etc.

  • Fixed errors in some battles that did not give a victory message, even though you had captured the most important objectives.

BUG FIXES


  • Major artillery targeting fixes. Artillery will no longer refuse to fire on locations with clear line of sight or ignore nearby enemies. Due to this, canister auto-targeting is now deadly.

  • Fixed the irritating back and forth movement of some units, particularly skirmishers, cavalry and artillery.

  • Solved many problems that could result in incorrect retreat directions.

  • Fixed or made very rare a bug that causes units to target dead enemies.

  • Fixed a freeze bug when Slocum reinforcements arrived.

  • Fixed incorrect randomization settings for some historical custom battles. For example, you can now enable “Randomize” for the Pickett's Charge battle and units will start from the historical positions, instead of random ones with varying condition.

OTHER


  • New music volume slider in options. The volume is 100% by default and this could not be changed because it could corrupt your user generated options.

  • Tilt-Shift is now brighter and less blurry.

  • All custom battles are unlocked. You can play any of them from the start without needing to unlock them from the campaign.

  • Improved 3D perception of map and repairs to various sections that created problems of reduced visibility.

  • Increased terrain elevation of Cemetery Hill (it was too flat), increasing its defensive bonuses.

Players are advised to use new saves instead of old ones because old saves may not include some needed morale, battle flow or reinforcement timing changes.
Ultimate General: Gettysburg has been improved in many areas, but we need your feedback to be sure and to know if there is something else we must fix. Please provide your opinions, reviews and criticism on our forums:
Game-Labs Forum and Steam Forum.

PS. We have added one more multiplayer map “Ewell advances” that was not mentioned in our first announced patch notes.

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Game frozen!

Me too.  Was Playing the scenario Attack the Union Centre where the Confederates have to secure the Cemetery area and Culp's Hill, doing really well and the game just hung.  Not only that, but it messes with the whole Win 8.1 UI.

 

The game also froze previously (displaying the same behaviour) before this patch - but I didn't report it.

 

Edit: thought I would mention that even Task Manager when launched doesn't function properly as a result of the UG:G hang - you can't shut the game down.

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AI seems to be better at winning scenario 1 vs my no click union troops.

Nice to see it capturing the VP's on most settings above balanced. It even won as cautious once.

The changed order of arrival also now seems to have had a positive effect in favor of the CSA and the AI against my no click union troops

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Quick feedback:
Having the chat input open doesn't stop hotkeys from being activated. (Typing an 'm' in chat will activate the topography.)
Chat doesn't allow for punctuation or symbols of any sort.

Unit counts/symbols disappear when too close to the edge.


Cavalry is much more balanced in this patch; congrats. :)

Artillery targeting is fixed, this was fantastic.

Most battles still seemed to be pitched towards the CSA, but ill keep playing and see if thats the case in the new multiplayer battles.

 

 

 

Game is extremely unfriendly to players using a laptop trackpad. Its hard to rotate divisions and move troops around. 10/10 would not do again. lol.

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Most battles still seemed to be pitched towards the CSA, but ill keep playing and see if thats the case in the new multiplayer battles.

 

 

 

.

 

 

I would agree most the battles except for Pickett's Charge seem to be slanted towards the CSA. Pickett's Charge is hard to win as CSA but not impossible.

 

Quick feedback:

Having the chat input open doesn't stop hotkeys from being activated. (Typing an 'm' in chat will activate the topography.)

Chat doesn't allow for punctuation or symbols of any sort.

 

 

"A" "S" "D" "W" when used in chat will also move the map up down left and right while in chat.

 

Also game crashes/freeze after most battles. Especially if the other quits game. Requiring you to Control Alt Delete to go to task manager to close program.

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Also game crashes/freeze after most battles. Especially if the other quits game. Requiring you to Control Alt Delete to go to task manager to close program.

 

Does this also happen to you when you quit an "alternate render" gaming session?

 

I can't play normal render due to freezing during battle. This doesn't happen during alternate render battles but in this case, when I hit the EXIT button, it does jam requiring task manager to terminate the task.

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Darth and UGG Team,

 

As I have said before, I would like to restate, thank you for this strategy masterpiece! I know it is very cliche to say, but, I have never joined any forums or cared to comment on any game until now. It is because you have created, what I feel, is the best strategy game I have ever played. And I have played many, searching for one that is worthy of my time. I am happy that I have found it, and I am very excited to see what you guys can offer in the future.

 

As for Patch 1.01. Excellent job! Improvements all around. Especially the LOS for artillery. I hope that you will find the crashing issues soon so that I can be back on it soon. I felt the improvements in Patch 1.01 were so great, that returning to 1.0 was disheartening and I have found myself just waiting for 1.01 to be re-released.

 

I would like to address a couple things that I have read others commenting about on the UGG/Steam forums. First, the map. I have read both naysayers of the map as well as others who really like it. Let me say that I think it is excellent! I would much rather play on one excellent, detailed map, which is full of tactical possibilities, than a bunch of okay-poor maps. Also, the map is has become very emotionally vesting, which, makes for much more memorable battles and skirmishes. The detail and being able to remember locations on the battlefield, which, you know will be very difficult to capture and/or hold, makes for an evolution in my tactics and strategy. I can say that my tactics and choices are much different after experiencing the map than when I started.

 

Secondly, I do have some recommendations of my own. Below I have cited a source, which also has its own citations, describing the tactical superiority of the Napoleonic wars to the American Civil War. Now I am well aware that this is a ACW game. However, that being said, if it were possible, I think that this game would be greatly improved by being able to employ some of the tactics used during the Napoleonic Wars. Which, would add a great amount of flexibility to tactics and strategy in this game. I have chosen three main items to suggest. Of course I do not know how difficult it would be for the UGG team to implement these things. But, if it isn’t too difficult, I think it would add a lot of tactical versatility to the game.

 

  1. “Unlike Napoleonic and eighteenth century battle, all too often, Civil War combat degraded into a confused infantry firefight with officers gradually losing control, with any hope for maneuver lost.  After the onset of confusion, shock action with the bayonet was not practical.  Perhaps due to lack of training and discipline - an inevitability to some degree with a democratic government - it was always difficult to get men to close with the enemy.  Once an infantry advance stopped in order to fire, it could rarely be made to continue forward.  Prussian observer Justus Scheibert believed that a deficiency in lower level officers, who showed "ignorance of military things", explained why the brigade became the tactical unit of the war, "hence stiffness in the lines and clumsiness in management and direction of troops".  Poor performance on the battlefield was the result, and "the loss of an upper-level commander would cripple (the) advance".  He described an attacking infantry division as "like ghosts of days and ways of Frederick the Great.", in essence a poor man's version of mid 18th century methods.  (Scheibert 49)  He described a typical attack;

‘The nearer to the enemy, the more faulty the lines and the more ragged the first (line) until it crumbled and mixed with the skirmishers.  Forward went this muddle leading the wavy rest.  Finally the mass obtruded upon the point of attack.  In a sustained, stubborn clash, even the third would join the melee.  Meanwhile the usually weak reserve tried to be useful on the flanks, or stiffened places that faltered, or plugged holes.  In sum it had been a division neatly drawn up.  Now its units, anything but neat, vaguely coherent, resembled a swarm of skirmishers." (Scheibert 41)

In contrast, Scheibert writes:

‘Prussian tactics freed (officers) to use their own minds...  Liberated battalion and even company commanders could be the heads of tactical units, their own, and make them fight as right-thinking officers saw fit and as well-trained troops best could.  The flexible line at the forward edge resembles a chain , then with detachable links under independent guidance.  At crisis they can dismember into smaller and even the smallest units without disfunction...  Our Prussian tactics thus gave our line officers energy, elasticity, and speed - to the entire army's benefit...  Furthermore, diligent peacetime training provided our troops an abundance of formations, something to fit any circumstance...  Lee, the first American to acknowledge this superiority, replied in the thick of Chancellorsville when I spoke with amazement at the bravery of Jackson's corps: 'Just give me Prussian formations and Prussian discipline along with it - you'd see things turn out differently here!" (Scheibert 49)  

An extreme example of how potentially decisive combat degraded into chaos is Brawner Farm.  Jackson had the opportunity to attack and crush an isolated and much smaller Union division with his corps, but an indecisive firefight resulted, and because of Jackson's peculiarities, his subordinates feared to take the initiative and stood idly by while the opportunity to destroy a Union division was lost.” Retrieved from http://johnsmilitaryhistory.com/cwarmy.html

 

To sum this up. My idea here is being able to split the brigades into, for example, three regiments in order to create more tactical possibilities. Maybe to try and create an even longer flanking maneuver. Perhaps, the negative of doing this is the regiments could lose morale easier. Just an idea.

 

  1. “Columns

A misunderstanding of early English-speaking historians has distorted our understanding of a major aspect of Napoleonic warfare - the use of columns.  Focusing on the Peninsula War and relying almost exclusively on British sources, some historians came to the misguided conclusion that the French primarily used battalions of infantry for shock action in columns of attack.  As early as the mid 1700s the French were keeping their second line in column formation to allow for a flexible response to problems or opportunities on the first line.  During the 1777 Battle of Brandywine, the British army, generally thought of as conservative, advanced on the rebels in maneuver columns then deployed into an open-order line.  By Napoleonic times French infantry, preceded by skirmishers, advanced toward the enemy in battalion-sized columns for more flexibility and maneuverability on the battlefield, allowing them to adjust to enemy deployments, better seize opportunities, or attempt to flank the enemy line.  Before contact with the enemy, however, the columns would deploy into line for the firefight.  A bayonet charge in column formation was only done after gaining firepower superiority when the enemy troops looked shaky and on the verge of breaking.  Against most armies, this method worked very well.  The infantry's increased flexibility helped in other ways.  The infantry columns also allowed much closer cooperation with the artillery, which was better able to mass against a portion of the enemy line or even move forward with the infantry.  More importantly, closer co-operation with the cavalry was also possible.  Unlike in the 18th century, cavalry could advance right along with the infantry, and the infantry was not restricted to an attack by the whole army.”  Retrieved from http://johnsmilitaryhistory.com/cwarmy.html

 

I think that this would be the easiest of my three suggestions to implement. The game already has columns moving faster than the battle line. So, if we could have a button to manually place brigades in columns or battle lines, that would make this possible. We could then keep our reserves in columns, to quickly respond to threats, or perform maneuvers, than order them into the battle line when we want. Much like manual targeting or the run commands, brigades could do their thing on their own with the AI, unless manually overridden by us.

 

  1. “Cavalry

While 18th century cavalry was placed exclusively on the flanks, the new infantry columns allowed the mounted arm to advance in columns directly in support of the infantry, and even change places with them to lead the attack.  To protect themselves. enemy infantry would form squares, but in so doing they deprived themselves of much of their firepower and their ability to maneuver.  If artillery could be brought forward, the enemy squares would be blasted out of existence.  Either way, a massive hole was formed in the enemy line, and decisive victory was assured.”  Retrieved from http://johnsmilitaryhistory.com/cwarmy.html

 

“In terms of grand tactics, Napoleon would typically threaten the enemy's flank, forcing him to commit his reserve.  He always kept a large reserve available, a vitally important part of his system, to either exploit success or stave off defeat.  Most often, with the enemy reserve committed, Napoleon would send his own reserve into the weak point in the enemy line and secure a decisive victory.  Co-operation among all three combat arms was key to Napoleon's system, and the reserve decided the battle.  Does this sound like Civil War tactics to you?  No, far from it!  Civil War armies kept few reserves, and Civil War combat featured little in the way of combined arms cooperation.  Civil War tactics were NOT Napoleonic, at least not in the sense of Napoleon I.”  Retrieved from http://johnsmilitaryhistory.com/cwarmy.html

 

My idea here, is what others on the forums have stated, the ability to have multiple formations for brigades. As stated above there are negatives and positives to doing this. It would allow a brigade to not be outflanked as easily, for example, if It were possible to put brigades into a square, but, then the brigade would be immobile and not able to use all of its fire power. My idea is precisely that. Being able to put a brigade into a square or an L to stop its side from being flanked. However, doing this would immobilize the brigade, in order to create a trade off scenario with such decisions.  These are just ideas.

 

In conclusion, I believe that adding these features would go a long way in giving us great tactical flexibility and would add a lot of depth to the game. If nothing else. Thank you for creating a truly awesome RTS game, which is the best I have ever played. Also, even if these suggestions would be too difficult to implement, if you could just implement the column manual button, that would be so great, and alone, add a lot of depth to the game.

Thank you!

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This is the best version of UG:G Ever! The beta versions were super.

 

I am very happy to report that my Windows 8.1 system has Not had Any Freezes since October 15th [v0.97 rev 6323 was the fix] ‘Sterner’ said that my problem was in the sound/music system…

I do have an unrelated, consistent problem with UG:G [v0.97 rev 6323 through 1.01, November 16th version]

 

Map Resolution and Legibility: The problem is very Distracting and Troublesome when playing on my 40” HDTV in 1080p.

- Map Resolution and Legibility is very good on my 19” monitor; while I’m 3’ from the screen.

-When I put the game on my 40” HDTV; I only get a 30”game picture/map?

-I Cannot read the Unit Numbers on the 30” Map; sitting on my couch 7’ away. I have to get up, and Stand 3-4’ from the screen and Dart Back to the couch to work the mouse...

 

Another Consistent Map Problem I have Always had: Finding my Generals, Finding specific Types of Units and Reading/Finding hilltops with Victory Points.

 

The VP problem is complicated when I have a lot of units crowded on a VP hilltop…

 

Could there be a Key-Stroke solution to these problems?

-To find Generals, Artillery or Victory Points; ‘G+F’, A+F and ‘V+P+F’? In chat mode: 'alt+G+F' [a 3 finger command?]

The requested information would ‘jump out’ and be ‘superimposed’ over surrounding information.

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  1.  

To sum this up. My idea here is being able to split the brigades into, for example, three regiments in order to create more tactical possibilities. Maybe to try and create an even longer flanking maneuver. Perhaps, the negative of doing this is the regiments could lose morale easier. Just an idea.

 

The proposal of splitting brigades has been already pushed, it's also in the "wishlist" that is being polled in the main forums and, of course, this feature, as well as many others (lie down, fire & advance/fallback, volley/fire at will, formations, etc. etc.) are all good ideas that most other games have implemented. I think this particular move should make the resulting regiment lose a small base of morale because the real leader of the Bde (the Colonel, which is abstracted inside the unit) can only be attached to one at the same time. So a 100% Bde, split into 3 regiments would have 3 regiments fight with a starting morale of 85%, for example.

The problem of chaos is mitigated in this game by absence of BG leaders riding up and down to rally the troops. Morale could use a bit of tweaking, as reported elsewhere. The battlefield is not chaotic enough because currently the kill rates are still very low, units still fight at great disadvantage and they stay too long on the field. Once they rout, they come back too soon. That's why there's little chaos. If those things are but tweaked you'll see a real mess on the battlefield.

 

 

  1. “Columns

 

I think that this would be the easiest of my three suggestions to implement. The game already has columns moving faster than the battle line. So, if we could have a button to manually place brigades in columns or battle lines, that would make this possible. We could then keep our reserves in columns, to quickly respond to threats, or perform maneuvers, than order them into the battle line when we want. Much like manual targeting or the run commands, brigades could do their thing on their own with the AI, unless manually overridden by us.

 

It's inherent to those features I mentioned and obviously it's a good idea, just like the other ones.

By giving a speed bonus in the march, and the switch button between column/line formation, this could be perhaps the easiest of those features to implement. I believe the real problem here is not the button nor the feature, nor the bonus but the AI usage. It would take scripting the AI (which is something relatively easy to do) to pick the column as soon as a flanking manouver is decided (not performed, decided). So, basically, you tell the AI to play like a real player: set column formation as the default non-combat formation and switch to line when bombarded by arty. This means AI targets with the artillery the marching columns for extra damage, unless more pressing problems need arty support (so you see, you've got to also program the AI targeting priorities). Inside the combat range and regardless of artillery, the AI would be scripted to take the flanker, switch to column, double quick step in position and then switch to line for attack.

 

This is the reason why columns and other features were not implemented (yet). It takes a moment to build the button and change the mechanics (movement speed bonus and casualty rate increased) and no extra work is required to make it work in multiplayer but it is not feasible until the AI is scripted to act according to the presence of this new feature. Do not forget that column formation requires a drastic change of arty kill rate on column formation with the SOLID ammo type. All things being connected, this as well as all the other features I mentioned in the previous point, need careful assessment, little work to implement but a major rework for the AI. There are, according to me, other big priorities in this specific moment and YES, once they are done, all those features should be implemented, including columns. I think the true power of this engine is its simplicity.

They didn't change much between 1.00 and 1.01 and look how gameplay has already dramatically improved. It is astonishing what it can do.

  1. “Cavalry

My idea here, is what others on the forums have stated, the ability to have multiple formations for brigades. As stated above there are negatives and positives to doing this. It would allow a brigade to not be outflanked as easily, for example, if It were possible to put brigades into a square, but, then the brigade would be immobile and not able to use all of its fire power. My idea is precisely that. Being able to put a brigade into a square or an L to stop its side from being flanked. However, doing this would immobilize the brigade, in order to create a trade off scenario with such decisions.  These are just ideas.

 

Totally agreed.

Square and L would be great.

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Ultimate General: Gettysburg Patch 1.01 HotFix
 
Hello Generals,
 
Patch 1.01 had been brought back because of some technical issues but now it is live again!
 
The hotfix includes the following:
 
- Freezes cure for all systems. Please let us know if you anticipate any issue.
- Morale balances so that it is resilient but not so stiff to result to frequent total annihilation of units.
- AI improvements/Fine tunes. Repairs in some AI which were so defensive that they did not want to attack in some maps.
- Fixes in targeting. Affects positively AI and auto-line management.
- Further fixes in retreat direction.
- Balanced artillery to do more reasonable damage from far distance and not so heavy from short distance.
- Minor text fixes.
- LoS max intensity increased to be more evident (You can configure in options the optimal intensity).
 
Read the full changelog of v1.01 here:
 
Waiting for your feedback in our forums:
 
We hope you enjoy the game,
 

The Game-Labs Team

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I  played map 1 w/ hotfix today and did my usual late rush at seminary ridge.  The game went unresponsive :(  got the little blue circle cursor and then it went all white lol :(  

VERY SMOOTH GAMEPLAY OTHERWISE i think you guys have got it figured out except for this crash issue.  Really fine work.  

 

 

Edit:  all other games were fine..except 1 other .my game w/ colby72

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Downloaded the hotfix today.   Played about half-way through 'Arrival at Gettysburg as the Confederates.   Game just froze with the occasional sound of gunfire in background.   Prior to the hotfix download never had a problem with the game.    Running Windows 7 X64 with 8Meg of memory. 

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