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Koro

Civil War Tester
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Posts posted by Koro

  1. Just now, sonnypemberton said:

    so would loading a save from prior to the last battle auto save and finishing it allow this to work properly?

    Not sure how extensive the bug is, if it only affects the auto last save or the campaign has to be restarted completely.

    • Like 1
  2. Just now, sonnypemberton said:

    not sure if it is intended, but there are no weapons or generals to be bought with reputation after Chickamauga?

    Unfortunately this a bug that was fixed but does not affect old saves. So only new campaigns will show the reputation shop properly.

  3. Just now, civsully1 said:

    Thanks so much Koro for this fantastic introduction to the battles! When and where and what time do you do this "Livestream"??

    You're welcome. I hope you'll enjoy it. Don't be deterred if you don't succeed at once. Neither Col_kelly or I won on our first attempts at the minor missions.

    Not sure it's so relevant with the livestream anymore, I didn't realize the patch would go live today :). If people express an interest, tomorrow around 19.30 Paris Time.

  4. Elastic defense? I haven't heard of that concept.. is it what I describe?

    Anyways, the Wilderness and Spotsylvania are 1-day battles. You are basically interjected in to the middle of one of the events for both sides.

    Cold Harbor is 3 days and for the CSA side is likely to extend for the entire duration. It took me more than 3 hours to complete it. 

    The Union side can be won and interrupted on more occasions though I cannot tell you exactly which ones. It's just too much to test all options. You guys will have to explore.

  5. 2 hours ago, The Soldier said:

    Someone might want to reformat your text - kinda difficult to read grey on white. ;)

    Well, nice to know I'll be facing nothing but lots and lots of high-tier rifles.  Wonder what would happen if all my guys were armed with Farmers.

    Updated it to be readable lol. Not sure why it did that.

    • Like 2
  6. 4 minutes ago, Wright29 said:

    also be sure to keep some money in the bank for Cold Harbor. Refilling supply wagons between days can really add up. 

    This. The 20.000 1863 rifles I captured at Laurel Hill helped make sure I didn't run out of money since I could sell almost all of my older rifles and give everyone newer ones :)

    • Like 1
  7. So the new patch is well under way and I thought it would useful to give some warning of what's to come.
    It is the Overland Campaign for both sides - and it is a grind unparalled to anything ever seen in the game before. It reflects reality rather well.
    For the CSA, the losses will be heavy and the replacements are in short supply. It's important however to maintain a certain amount of units since at Cold Harbor, the lines are immensely long. I had only 1 unit of 2.500 on arrival.
    It's impossible to get a screenshot of all of it but on this one, I've got about 20.000 men to defend the entire line:
    https://steamuserimages-a.akamaihd.net/ugc/81470188872111585/E31134787AE9C94E4ACF79D6625BC8CF2B39DBBC/
    And as you can see, the Union is pushing through the center :).

    The Wilderness is the first battle for each, though they are different.
    For the Union, you go on the offensive at Brock Road, and I'll warn you in advance to not overextend your lines and mind your flanks. It's not easy to break them
    For the CSA, you must find a way to overcome several lines of Union forces in order to capture two fields to the front.

    The next is Spotsylvania where for the Union where you get to attack the Mule Shoe. Fairly straight forward - find your favorite place of attack and gun for it. The fortifications are several lines deep so reserves are critical. 
    As the CSA, you get to defend Laural Hill, I had 53.000 against 100.000. And you must counterattack to win. If you choose to go to victory. I spent most of the battle wearing them down - the fortifications are quite strong so it's possible to hold on if you have a second line but at some point, you must push forward to win. You can chose either the southern or northern flank to break but not both as you simply don't have enough men.

    And then Cold Harbor which I have to say surprised me. As I already spoiled in the beginning of the post, your forces will dwindle.. my army was down to 53.000 arriving at Cold Harbor, split over two corps as the Confederates.
    You must probably hold some of the fortifications with skirmishers where you expect the least attacks and somehow manage to hold together a reserve to move to critical points. Realize you cannot hold all the fortifications. I recommend pausing the battle once it opens up to get an overview of how you want your defensive plan to work out. Do not expect to simply be able to sit back and watch the Union break. You must work an active defense.
    It was for me one of the most amazing defensive battles I've fought - the highlights where the screenshot where I had to draw on two brigades, one from the north, one from the south of my line, and countercharged in to the flanks of the incoming Union brigades.
    Another was when I thought the battle was safe and out of the woods came at least 10 Union brigades of skirmishers and cavalry upon my southern line and broke the first defensive line. My cavalry moved to countercharge and I had to pull more troops from the north and fall back between the victory points and give over lots of ground to free up units. 
    Feel free to ask questions if you've got any. I hope livestream the two Union battles leading up to CH tomorrow night.

    There are several screenshots recently uploaded on my profile btw, to examine of the new battles.

    • Like 5
  8. 1 minute ago, Aetius said:

    Except, sometimes they aren't, or are unclear. The first phase of Confederate Chickamauga is an excellent example - the victory conditions list what you need to do for the whole scenario, but they does not tell you that if you don't achieve the first few objectives, you immediately lose the entire battle. This is something that is critically important for the player to know, but can only be discovered through bad experience. Leaving aside melee dragging, I think unclear victory conditions and the battle timer are the most important remaining problems in the game (followed by player units never showing up for battle).

    He's pointing out that if you lose (deliberately or otherwise), Politics is a lot less useful - you get very little extra money and very few additional troops - in some cases, zero (like Confederate Gettysburg).

    The introduction to the battle tells you, you need to hold all of the bridges. 

    You still get men for losing so politics still affect that. 

  9. 1 hour ago, XCLBR said:

    then what?

    Then you get to shelf the game because it doesn't have mp, but will probably keep playing secretly anyway, (400 hours spent in game and still unhappy with the amount of time you got out of it lol), a new game will come and you'll buy it even though you say now that you won't, and you'll continue to troll for mp. 

  10. 22 minutes ago, Nuss said:

    Well, I'd need to play on easy in order to gain enough reputation to actually spend it. Glad I didn't invest in it, neither as Union nor Rebell.

    I would encourage you to check out my tips for new players thread in the stickies and perhaps the faq linked in it as well. There are also links to Playlists for tutorials and the campaign missions in game if you would like some inspiration. 

    Many people here are also helpful answering questions so feel free to ask if you are in doubt about something 

    • Like 1
  11. 7 minutes ago, Nuss said:

     

    • Hand out reputation only as a result of a battle and grant fixed amounts of manpower and $ after each Grand Battle. This would make Politics actually useful, generate more interesting choices (do I hold back in this minor battle and face the consequences because my manpower is low?) and make things a little more calcuable.

    Sorry for replying like this but I have bad experience with the quote system here.

    There is a small variance in the number of men given to players if their army is severely lacking in strength but otherwise it is mostly fixed. Reputation is fixed for each battle.

    Politics always seem worth it to me so not sure what you mean here.

    • Like 1
  12. 2 minutes ago, Nuss said:
    • Make the timer more dynamic. Battles shouldn't end at exactly 5:51 pm or something, especially when the battle just reached its climax. And also make it a player choice whenever possible.Using the day/night circle is a good start.

    In many battles and almost all of the minor ones (if not all), there is a finish button so you can end the battle when you chose. I believe it ends if you are winning sometimes but otherwise you are often allowed to continue anyway. This could probably be expanded to include other battles if you have any specific cases but usually there are reasons for them ending when the timer does. Giving the player almost infinite time would make the reinforcement timer redundant and the optimal strategy would almost always just sit around and wait until all the troops have shown up, which would in turn create boring game play.

    For Gettysburg and Chancellorsville f.x., the battle moves on when the timer does to make day 1 victories harder to achieve so the player will experience more of the battle.

    • Like 1
  13. 58 minutes ago, sergio said:

    What do you mean pirate vs pirate? I am talking about Ultimate General Gettysburg. I read somewhere that the devs are trying disabled timer in internal testing. Is a patch coming soon?

    This is not accurate, no. Not sure where you heard it. There is no patch currently being developed on UGG. At least to my knowledge, and I've been part of the testing on all of them.

    To me, it seems doubtful the timer will go away. It's an integral part of the game and would require massive overhaul of the game to remove it.

  14. 1 hour ago, Admiral666 said:

    Hm. I don't mind it not being an immediate victory, but I do mind taking those positions only to be arbitrarily thrown back to the camp -- and then required to take them again! UGG style what-if phases would be the solution, but I imagine that's no small task.

     

    Thanks for the reply!

    Unfortunately the game doesn't allow different outcomes to take place over days. It's a huge amount of work and if you really think about it, would probably be like making the game 10 times over, exploring all of the opportunities for each battle. So the only options are ending the battle prematurely or having the troops "teleport" back to their historical locations.

  15. On 26/3/2017 at 7:44 AM, Admiral666 said:

    Union, Chancellorsville. I took all VPs on day 2, and did not click finish until they were not contested. I still went to Day 3, where I was on the defensive -- is this WAD? If so...there's no point in doing anything in Chancellorsville but defending throughout the entire battle. The casualties I took from attacking were a total waste.

     

    @Koro Any insight?

    Not sure Admiral. I reported this on the beta as well but it wasn't made possible to have a Union Victory on day 1.

    It's supposed to be possible for the CSA but it's bugged still I think. 

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