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Gusten Grodslukare

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Everything posted by Gusten Grodslukare

  1. The first battle of Bull Run. Bartow and his men are stationed in the buildings on Matthew's Hill. The buildings are supposed to give extra cover from enemy bullets. There hasn't been any shooting on Bartow's brigade before this situation. All shooting so far has been done by the brigades of Bee (CSA) and Burnside (USA) to the left of Bartow. A little later on the Union skirmisher brigade with 161 men are shooting at the buildings from the north and Bartow's brigade is retreating from their cover in the buildings because they are flanked. How is that possible? Was Bartow known from history to be a cowered? I would appreciate a good explanation to this wonder of behaviour.
  2. Is the amount of Union brigades inside the Potomac fort reduced in the new update? I remember there to be two or three infantry brigades together with skirmishers defending the fort in the 0.80 version of the game. When do you think the full version will be released? I know it has been announced to be soon, but would be glad to have an approximate date so I know whether to continue with this new campaign or wait til the game is finished for the full release.
  3. Shiloh isn't that hard as the Confederates as long as you push the Union brigades up towards the upper right corner on every phase. In the end, when the whole battlefield is open, you are pushing them towards the Landing and crush them there. Try to avoid getting any enemy brigades turning the other way, with the risk of getting them in your back later on.
  4. If they haven't changed that in the latest patch, I guess they soon will.
  5. In the upper right corner there's a timer to show how much time there's left of either a smaller battle or each phase of a larger battle. Instead of having only one timer in large battles, it would be better to also have the time for the whole battle. In Gaines' Mill, when you play for the CSA, there is first the phase until you receive the reserves in your 1st and 2nd Corp (1:59 hours), then another phase until the beginning of the evening (2:29 hours) and finally a phase until the end of the battle (1:59 hours). When a battle is made up that way with a mission to overtake positions in a first phase we don't know whether there will be another phase or the reserves will come within that phase and whether we'll loose the battle if we don't manage to take the positions within the specified time. When we don't know whether there will be a second phase and how much time we'll might get in a possible second phase, we feel a need to rush to be able to finish the mission in due time so we don't loose. Of that reason I think it would be good to have not only the timer for each specific phase (Mission Time) but also a timer showing the full length of the battle with all phases added up (Battle Time). That way we don't feel the need to rush our brigades to overtake one position or more, but can stay put for a while and let the rifles and guns do their job to ease up the area a bit before we decide to push forward. If Game Labs want us to rush to take positions within a specific time, they could give the general we're playing some extra reputation points, money or something else if he succeeds with this, which makes it worthwhile to send the brigades on a suicide mission. It would be great to have the indicator for rifle's and gun's shooting distance in a colour that is possible to see. If the colour is of a kind that might be disturbing for certain people, there could be a hotkey to toggle it on and off. Some Questions: Why isn't it possible to turn a brigade with the help of the keyboard, like in Total War games, instead of only by the help of the mouse? It has happened to me several times that I want to turn a brigade a few degrees left or right and the brigade turns around almost 300 degrees instead with the result that they get flanked and routs. Is there a reason why brigades sometimes don't charge when ordered to do it? Is the refusal to charge sometimes connected to them being in a forest or any other reason except not having enough stamina (condition)? How come skirmishers often run quicker than cavalry and how come cavalry (except enemy cavalry) is so slow in general? How come the visibility of some enemy brigades is so bad when it's possible to see enemy brigades not far away from them. It would be great if it was possible to group brigades and give them a number on the key pad. If I for example have three artillery brigades that I want to shoot on a specific spot, instead of each time holding the Ctrl key and picking each brigade I would be able to choose the number on the keyboard that is dedicated to them and decide where they should shoot. The field of view should be greater for all brigades. I understand that enemy brigades in a forest or behind a hill sometimes can "disappear", but when they're out in the open the brigades should be able to see them if they're not too far away. Brigades being blocked from shooting seems a bit out of the blue. It seems that sometimes brigades which have an open field in front of them, but are behind two other brigades with a small part of each flank, get the "Blocked" obstacle and can't shoot. What exactly are the reasons for when they are blocked although they don't seem to be?
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