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Karri

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Posts posted by Karri

  1. On 12/18/2018 at 3:05 PM, sterner said:

    To avoid any misunderstanding. It is next game in Ultimate General series. Ultimate General will get new 3D engine, naval battles and landing operations. 

    Ultimate Admiral: Age of Sail is a tactical wargame immersing players into naval service in time of the American Revolutionary War, French Revolutionary and Napoleonic wars.

    Player can make career in British Royal Navy or become a father of Continental Navy. He will pass through multiple naval and landing battles, form and grow his fleet and achieve high rank and respect.

     

    What's the strategic level? Or is this just linked battles like UGCW?

  2. There's no need to boost organisation all the way early on, as most of the early battles offer more opportunities for deployment than the later ones(I guess the engine couldn't handle it). Though getting to 2.5k brigades is useful you can win the early battleswith right kind of armament quite easily; at Shiloh I had 1.5k brigades against 3k brigades and held the line quite easily(lorezons being the "worst" weapons my guys had, enemy had farmers...).

  3. On 8/8/2017 at 6:07 AM, The Soldier said:

    I think the fact that Skirmishers put their entire volley in at once rather than stretching out the volley over time is what makes the such good morale killers from the flank (because Morale Shock).  Although skirmishers might just deal more morale damage overall, can't be sure.

    Skirmishers seem to make more damage per soldier, and take less damage as well. Though I think the damage might be capped as well(so that extra large skirmisher unit don't do massive damage). Or perhaps it was so that the number of skirmishers didn't have much effect? No idea, guess I need to play through a campaign again...

  4. When you factor in that rewards are massive at the start compared to middle game(they snowball at the end again) politics is a nobrainer. Factor in that the battles are smaller and hence casualties lighter, and you pretty much have no choice but to max politics AFAP. 

     

    Just checked quickly and for example Antietam(as CSA) offers 20k recruits and 500k cash on full politics, whereas for example Cold Harbor nets you 275k cash and 17500 recruits. Going full politics early on will net you considerably more rewards than concentrating on anything else. And since the end this game is very much about money and manpower the choice is obvious.

  5. Playing as CSA on BG and Union seems to get about 40k fresh recruits after every major battle. Add in another 20-30k after winning minor battles. Seems like they get reinforced to certain level? So far the new system is working quite well, and also seems to keep my army somewhat in check. 

  6. On 6/3/2017 at 9:16 PM, Albert Sidney Johnston said:

    There is something I would like to bring up... something so unimportant and trivial I hesitate to even mention it... Here goes...

    The player's general's full name appears in the Corps general, instead of just their last name. The only way to remedy this is to only type your last name when you start the campaign, but then you only see your general's last name in the campaign menu, when every other general has their whole name

    Again, this is ridiculous and unimportant, but my OCD drags it to my attention. Perhaps you could either 

    A: have the game recognize the space between the names and act accordingly, or

    B: have separate spaces for the player to fill in their first and last name.

    I hope that made sense.

     

    Also, first corps is alwasy named First Corps, whereas others are II, III, IV and V...

  7. I was trying to check how the save files are written, but no luck either. Except that the values are encrypted and they use somekind of inverting with the numbers. I didn't understand anything about unit bundle extractor, but ILspy revealed a few things.

     

    Modding would be nice...but a pipedream it seems. No news about anything regarding this game.

  8. 7 hours ago, Bobby Fiasco said:

    Exploit-ish things like this seem to be the way to crack Richmond. This battle is bonkers! Fear the confederate super soldiers. I'm having two star units of 2,100 men breaking in melee with 470 skirmishers

    Skirmishers in fortifications are near invulnerable, at least in previous patches. Especially when they are 1k units in some battles due to scaling. Something to do with them taking less damage than usual I am sure(but still dishing out normal damage...or increased?). Temp fix is to attack with skirmishers of your own and hope the enemy gets dislodged so your inf can pour some fire into them.

  9. 2 hours ago, Powderhorn said:

    Casualties you inflict on the enemy will remain throughout that battle-chain campaign.

    I thought it meant that the units are at historical strength on each battle. At least that's how it seemed to work when I tried it. No long term effects. Fixed strength as ti says...

  10. It is all about finding the weak spots; where the enemy cannot shoot(or is firing at your elven warriors) at you but you can pour flanking fire. Usually once you get a single brigade detached you can roll the whole line that just sits there. Be very, very wary of artillery.

  11. 9 minutes ago, william1993 said:

    delay what?  if fighting is harder than marching would it not be better to just move around and force them to chase you?

    Delay the enemy troops, and yes make the chase if that is what it takes. Just keep them off the objective. It's hard, but doable. Last time I played the timer ran out just before the Union was about to capture the objective.

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