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BHunterSEAL

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  1. Got it. And for my own sanity (I've been playing around with mods and thus constantly restarting), does changing the scaling setting work with in-progress campaigns?
  2. Noo! CSV is so much easier to work with, especially if you take a formulaic approach to changing a number of related values. Not relevant here, but for Rebalance and modding in general, being able to mess around in Excel beats the hell out of a text editor. Question: if you disable scaling by setting the multiplier to (for instance) 1, do you lose the dynamic campaign AI force pool / troop strength entirely (and enemy unit sizes just track the Custom Battles # x the multiplier) or does that setting only impact the final calculation of unit sizes based on the player's averages?
  3. I couldn't find the forum thread here or on Steam where it was discussed (I'm sure it was somewhere, either in this mod or the Rebalance mod) but my I Corps general has a much smaller command radius than the others. It also doesn't seem like the Lt. General perk that increases the radius has an effect for the I Corps leader. The issue seems to affect whoever is leading I Corps, so putting my player-character in charge of another corps gives him the proper radius size. Just highlighting this because I thought fixing this was one of the changes in this mod--but I may have that mixed up with the other one, or maybe it hasn't been modded out at all. Is that potentially a feasible change?
  4. Any chance you did that between stages of a multi-day battle? Moving units around occasionally produces odd behavior, possibly resulting from the base game's logic regarding force disposition and unit placement on continuation. Are the tooltips bugged for the Firearms / Marksman upgrade for two-star infantry, or are the actual perks bugged? Firearms indicates +10% firearms, -10% Accuracy and Reload, while Marksman grants +10% to all three (the tooltips are also missing a % sign, not that it matters). Since the latter two are hidden stats I have no idea which is the case.
  5. I haven't seen a thread devoted to this subject so I figured I'd start one to share my thoughts on the iPad version of UGG. I was a Darthmod player since it was relatively early in development for Empire and bought UGG for PC about 30 seconds after it came up on the Steam store, so you could say I'm fairly familiar with the dev's work. Keep up the great work! General thoughts: UGG for iPad is easily the best real-time strategy game on the platform, and would probably be my favorite tablet wargame of any type if not for the appearance of Panzer Corps last year. Controls are quite smooth, and it's extremely impressive how much visual fidelity has made it into this version. I have no qualms about recommending this to any fan of the genre, although fans of the game on PC may find the campaign less engaging. Performance: On my third generation (circa 2012) model, performance was solid with full unit counts and corpses right up until the 5th or 6th missions of the campaign, when I had to tone down the corpse count to maintain a solid framerate in the face of huge numbers of troops on-screen. What's missing: Obviously, the most significant feature not to make it to the iPad port is the dynamic campaign. The campaigns are linear and losing a mission--failing to accomplish all of your objectives within the allotted time--means that it must be reattempted. Units appear to be returned to full strength between missions. Replayability is limited to selecting different difficulty levels--it's unclear which of the PC general "personalities" made it to iPad, but I found the Easy / Medium / Hard AI to be sufficiently varied and challenging. Touch interface: Playing this on PC, it was clear that the controls would translate perfectly to iPad and I'd even go so far as to say that it plays better on this platform. Dragging orders is smooth and responsive, as is panning / zooming the map. Missing is the ability to set orientation at the end of a move (ctrl-right click on PC) for either individual units or formations; this is less critical in the tablet version, which generally focuses on smaller sections of the battle with fewer troops. The Limber/Unlimber button is useful and will hopefully make it to the PC version--definitely helpful when you need to have better control over artillery movement close to the front. Gameplay changes: As mentioned, the iPad version is focused on smaller engagements within the overall battle. These tend to be shorter than on PC, which is beneficial given the lack of mid-mission saving. Artillery is grouped into regiment-sized units, rather than batteries: this is an extremely helpful change, as it allows for much more efficient control. It is no longer necessary to micromanage each battery to make sure it has proper LOS/LOF. Finally, there is a 'fortify' button of rather vague effect, but it appears to increase a unit's ability to stand and fight.
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