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JamesL

Ultimate General Focus Tester
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Landsmen

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  1. Ok 1.0: 1st battle against the union defensive AI - excellent, it was like I was fighting a real battlefield situation. Do not change a thing - don't unbalance it again! Well you could change the terrible charge bugle... Also an idea for the unrealistic viddetts who were in reality scouts. So why not give them a similar code to that used by corps commanders who automatically back off from danger. That way they would not engage and act the role of scouts for both yours and the AI's main force.
  2. With 0.94 there has been a definite improvement in the casualty impact of melees. But I've noted some things that still don't seem right: - The AI can start its charge from too far out resulting in it being spent by the time contact has been made. It seems more realistic to march until 100-200yds off perhaps fire a volley then charge. (Historical note - most of Pickets charge was done at marching pace!) - I've noticed it happen 3 times in one battle in the open where a melee is in progress and one side ends up behind the enemy lines. In reality either the attacker wins and the defender retreats away from the attack or the defender wins and the attacker retreats the way they came! Part of this problem is that in UGG formations still disperse and mix somewhat in hand to hand combat. This I believe to be wrong as crowds of men in melee tend to instinctively bunch up for safety and fight as a group rather than seek single combat. Look at any painting or eye witness sketch of hand to hand fighting of a civil war battle you'll see this. - Hand to Hand battles still seem to be a bit too long. I can understand this being the case if both sides had high moral with neither side wanting to give in first. But when there's medium and especially low moral in one or both sides the fight would be brief - in the case of low possibly running before contact or not charging home.
  3. I think after hand to hand contact a unit should loose more condition than it does at the moment due to both exertion and the physical-mental comedown off a peak of adrenalin.
  4. Paul & Cutler are in view which means Wadsworth & Robinson's divisions have come up. So the Iron Brigade & Baxter, also of those divisions, are somewhere hidden in fow - probably behind Seminary Ridge!
  5. Excellent news about the latest progress! I would like to volunteer to be one of the 30-50 testing the limited version. I have been playing war-games for the past 20 years - the more realistic the better. I have a high end machine & also lots of time on my hands due a broken leg getting me off work. I can spot bugs and make hopefully sound suggestions to improve realism & playability.
  6. Quote Hussar - "The big problem with a slower pace is that when you get experienced with gameplay then it looks so...slow, especially in moments with less or no action (armies are deployed, reinforcements arrive ect) We still struggle to find the best choice." Hussar - good point. But would not variable game speed as an Option so players can Choose the speed most suited to them be the best design choice of all? (ps - bit baffled, how does one work the quote system on this forum?)
  7. This is absolutely brilliant! My only concern is about the game speed, which judging by the in game clock in the film is about 6 seconds actual time per simulated minute - or X10 speed. I really hope the game speed can be chosen by the player. There is so much going and so much can be missed. Personally I would like the option for real-time allowing me to make real time judgements & decisions as the events unfold. I would also find it more tense, dramatic & real rather than pausing all the time to catch up with the overload of events - But of course this is my personal taste - the speed should be chosen by the player, I hope it is. Anyway I cant wait for early access, this will be a masterpiece!
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