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Posts posted by Husserl
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Hi BoneD! No windowed mode bug/crash so far. Validate the game files to be sure that your installation is ok. To do that go in Steam client and in games library right click on Ultimate General: Gettysburg. Select Properties and in local files tab choose to verify the integrity of game cache. If this does not work then go in C:\Users\<user name>\AppData\LocalLow (if you cannot see AppData, change Windows folder options to show hidden folders). Keep a back up of the Game Labs folder and delete it. Start the game again. If the problem has resolved, copy back your saves folder from the backup to restore your saves.
If in any case you proceed to a fresh install of the game, please perform first a clean-up of the game folder. See details here: http://forum.game-labs.net/index.php?/topic/881-common-technical-problems-and-solutions/ under Essential clean-up of game folder.
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This issue has been already improved with the recent patches and it will be further improved with the upcoming update.
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It would be useful to know the processor model and the VGA. I think that running 70 processes (including the game) with CPU/RAM usage at 63%/27% it is not bad for a 2 core processor.
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We've done some further changes and we expect a better defensive behavior with the next patch.
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Yes, the game calculates all the types of the terrain (water, bushes, forest, fields, urban, etc,) and adds penalties to the unit's move and condition. As the other answers indicated, there were only small creeks at Gettysburg.
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Thanks for the comments.
1) if you place two enemy units so close each other then the AI unit will move against the player.
2) these clips should be short and introduce the basics. There will be more detailed promo videos later so your suggestions are noted.
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You should not meet this issue after 0.93. Units should maintain their relative position in the line when you make a group formation.
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At the game guide there is a point where a grouped formation makes an automatic front line. I can not make that work! Is there anywhere a better description or a how to video?
thx
Grouping in formation: If you want your selected units to deploy in a formation:
1. Select your units2. Holding Ctrl key, right click on any position of the map3. While pressing right mouse button, Rotate the mouse to give to the formation the desired facingSome additional infos:
2. If it is done correctly, when you right click you will see the trails of the formation (the brigades destination). You can release now Ctrl but you have to hold right click until the end of the process.
3. Holding right click move your mouse clockwise (or counter-clock) until the formation gets the desired facing. Release the right click, brigades will start to advance at the assigned positions.
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That was a very bloody affair...
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When you advance to a new phase or day in your campaign, all the battles of the previous phase/day unlock for the side you play as. That means that if you want all battles unlocked you have to play the campaign at least one time for both sides.
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@ Darren
Thanks for the feed back.
@ Ray_p
This is a bug, Please if it is met again use the Bug report button to submit a bug report with the necessary files for the team to investigate the issue.
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I make my groups at start of game and the only command i give is the "formation command"
Much less clicks. Much more reliant on the AI on my brigades
Along with the new grouping function (drawing a simple lasso line), commanding a large army is much easier now.
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Probably in next update a series of video tutorials will be included. These short tutorial clips will be accessed from the main menu and during a battle from Options menu. They focus on most important mouse and key actions for the basic handling of units, groups and the map. These videos along with the battle interface and its control buttons will allow players to go straight in the heat of UG:G.
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The CS attack at Little Round Top requires the Army of the Potomac already at Gettys and deployed on the Cemetery area on the first day (else there is no meaning to flank at LRT). The first day Union forces (I and XI Corps) would not be enough to fortify even Cemetery and Culp's hills so there is no meaning to found deployed so South on LRT.
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The thing I do not like is that the Unit ranking system is not based on what the units actual degree of skill was, but is based on how that unit preformed at the Battle of Gettysburg. Everybody has a bad day (Or 3) they shouldn't be judged on that but on over-all skill through out the entire war. Point in fact basically Robertson's Brigade is every bit as good as a Brigade as Archer (My opinion better than Archer) or Iron Brigade. In this game they are only given 2 stars. Very disappointing in my opinion.
The unit ranking system is based on the skills they had before the battle of Gettysburg. You can see that, for example, with Archer (as you noted, it had not the best performance on the morning of the first day...). Indeed, however, we had some units adjusted according their performance during the battle of Gettysburg, like Barlow's devision (which withdraw almost on the first sight of Early's men), but we have already corrected those cases in previous patches. We'll check the case about Texas Brigade you've also noted.
Edit: Texas Brigade will be a 3 star unit in next update.
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The first Little Round Top map is available on the afternoon of the second day (historical). You'll meet this map after the Union has withdrawn on The Cemetery at the end of the first day. The CS will have an option to decide if they want to flank Union left and fight that battle. For the Union side the map appears randomly by selecting to defend their positions on the high ground of the Cemetery Ridge. In this case the AI (CS) will decide if it will attack the Union left (Little Round Top), the center or the right at Culp's Hill.
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The game uses a "real" accurate map so it is not possible to make an editor to generate random maps. To do that we have to make a new fictional map with adjustable number and position of components (hills, forests, plains, rivers, etc.), which will take the time and the resources we almost need to make the map for the next battle. However, this need is noted since it has been requested by many players and has been added to the future projects list. Another easier alternative we are thinking about is the players to be able to select the quality and the attributes of the battlefield, e.g plain, hilly, heavy forests, etc. so the game can generate such a battlefield picking a part of the existing map (and from those that will follow with the next games) that will have these attributes.
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Unless I'm misunderstanding how it will work, I don't think the 'lasso' group selection is going to help much when it comes to forcing a unit from the rear (or falling back from the front) to form a line with a unit that's already in place, and to me that's the biggest challenge.
In this case, I think, you do not need a group formation, you just draw a path for the unit that is in the rear (or is falling back), next to the one you want to form a line with. Please note that with the drawing of the head of the arrow-path you can determine the facing of the unit in its final position. But if you worry about the spacing between the 2 units then you have to use group formation (Ctrl+left click on both units then Ctrl+right click and move the mouse right or left to form the line in the desired position).
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Every unit has its personal starting stats according the historical data. Two elite units (3 stars) do not necessarily have the same stats while both remain superior than the 2 and 1 stars level units.
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Thank you and welcome to our community!
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Using Ctrl+Right click you can form your group in a line. If a unit is small and you want to exclude it from the group, after having selected the group, Ctrl+Left click on the unit to exclude it. With the upcoming free line (lasso) for unit group selection, grouping of the desired units will be even easier.
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After the latest changes that will be included in the imminent patch, Videttes will ignore VPs. However, they will keep to be used by the aggressive AI characters for raiding unprotected artillery units (canister will be needed here), especially in the battles where the player has more gun power than the AI.
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I believe that when a unit has a successful assault and the other teams retreats, the successful unit should get a morale boost. The same is true when a unit successfully repels a assault. Without this one could never recreate an assault like Barksdales in the battle where he went through a number of different brigades..
This is included already. However, if the melee-beater receives incoming, especially from artillery or/and form the flanks then the morale penalty might overlap the morale boost and force that unit to retreat as well.
General Feedback (v1.0) UPDATE 22/10/2014 *PLEASE READ*
in General Discussions
Posted
Thank you all for your support and your kind comments!
@ Dingo
Have you tried to validate your installation? If not, please go in Steam client and in games library right click on Ultimate General: Gettysburg. Select Properties and in local files tab choose to verify the integrity of game cache. Steam will automatically check your game's installation and will replace possible corrupted files.
If this does not do the job then a last alternative is to re-install the game. Before that, please perform a clean-up of game folder. See details here: http://forum.game-labs.net/index.php?/topic/881-common-technical-problems-and-solutions/ under Essential clean-up of game folder.